1)I love the idea of a characters having something particular that they're lucky at, but by my rough estimate, about 95% of characters are one luck burn away from either having no bonus, or much more likely, a negative bonus on these rolls. So in most cases your Birth Augur could be considered an 'unlucky' roll. If your augur is in something important like 'all attack rolls', burning luck would likely not be a reasonable option for most folks.
2)Stats effect things. Cool. But only luck goes up and down regularly, which does create a bookkeeping challenge. Having your Lucky Roll based on your current luck is just one additional thing to keep track of, which I'm not sure jibes with the whole DCC ethos.
![Wink ;)](./images/smilies/icon_wink.gif)
3)Most of the lucky rolls are 'constant effect', but some are essentially 'at each level change': which seems a bit kludgy
Since I've created literally hundreds of characters testing the generator, it's obvious that most characters are lovable losers, with limited strengths offset by crippling flaws. I LOVE that, as it makes the survivors that much more special. This is how 'campaign mythology' is built and I think it's a tremendous strength for the system. But I would love for the Birth Augurs to be one sure bright spot in what otherwise might be a dark character sheet.
As a result, I'll probably run it that your Birth Augur gives you an automatic +1 bonus in your lucky roll, unaffected by your actual luck score. (Since the luck mod already effects criticals, I don't consider this a big balance loss) Eliminating the 'sliding scale' eliminates the bookkeeping. It could also provide a nice story promoter, as a character might pursue a career that they're otherwise wholly unsuited for, since they're 'just a bit lucky' in that area.
I'll see how it works, but regardless, I'm compelled to send a little love to my 0-level serfs.
![Smile :)](./images/smilies/icon_smile.gif)