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(+4)(-1)

luck is a save in the same way as odnd had saves vs wands or deathrays or what have you. the chance of avoiding damage from it is lower than if you had avoided getting into the situation in the first place. luck also reduces as you use it so you might run out

They're called saves for monsters to differentiate them from player luck and because it doesn't reduce

(+4)

and Luck is quite low. if you dont look where youre going and step on a bear trap, you have a chance to react and avoid damage but not as much as if you had checked the hallway first

(+2)(-1)

Thanks for the quick reply. My primary concern was why, for example in your bear trap case, not just use the agility save. Or is it possible to combine these rolls (i.e. I roll for agility and if I fail, I can still test my luck)?

(+4)

youre walking down a hallway. you tell the gm youre on the lookout for anything weird. they say theres a giant bear trap in the middle. they have you test your dex to leap over it.

versus

youre walking down the hallway. you hear a click and look down just in time to see a giant bear trap slamming shut. test your luck to see if you can avoid any damage

(+2)(-2)

Okay, I understand what you mean. So it's just a different mechanic to "3 out of 6 that the trap shut" - a bit tougher for me, because the chances for the player will usually be less than 50% and even lower during the game...

(+5)

yep that's why they should be careful when dungeoneering

(+2)

youre walking down a hallway. you tell the gm youre on the lookout for anything weird. they say theres a giant bear trap in the middle. they have you test your dex to leap over it.

versus

youre walking down the hallway. you hear a click and look down just in time to see a giant bear trap slamming shut. test your luck to see if you can avoid any damage