Limitations on super luck

mardi 5 mai 2015

I want to make a variation on super luck available to players, but I do not know how to price it.

In a Cinematic campaign, I'd like to make it possible for players of casual badasses to ensure a critical success if it was reasonably likely in the first place.
Or merely succeed at something reasonably unlikely.

I intend to do this by modifying super luck to mot allow the player to dictate 3 or 4, leaving 5 as the lowest die roll possible.

In effect, this guarantees a success for effective skill 5 to 14, and a critical success for effective skill 15+ as opposed to the original advantage which gave a critical success for effective skill 3+

What discount might you suggest for Super Luck (can't dictate 3 or 4)?
What other limitations and variations have you seen applied to Super Luck?
How were they priced?
Limitations on super luck

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