Thursday, March 12, 2015

You Feelin' Lucky, Punk? A DCC gambit houserule

I'll give a little update of my DCC luck-regain rubric at the bottom of this post. I think it works swell, but sometimes players got more Luck than they know what do with.

So here is the gambit rule. You are out of ideas. You might die. You ask the judge, "Can I get some kind of miracle here?"
"Wanna ask your gods?" She suggests with a DCC judge smile.
"Not really. The cleric has disapproval 4 right now... And Crom doesn't listen to me anyways. To hell with him!"
The judge, ever the Faustian entity, is ready with a followup: "Hmm. Sounds like you need a little deus ex machina. What's your wager?"
"Hmm... Six Luck?" You figure you can spend that much and still be okay.
"Alright. Roll a d20!" She declares.
Rattle. "I rolled... a 14?!" Your hands go to your face in shock at the lost gambit.
"Too bad. Well, hope you saved some luck for when they roll over your poor carcass."

However, in the good universe (see the law of Abed-thermo-dynamics) you rolled a 3. Which is at or under your wager.
The judge frowns, robbed of the description of your grizzly demise, but concedes your victory, "Your Luck has proved a fair loss this time, Hogarth MacMorn of the clan of feral men, for the grue advancing upon you suddenly falls to the ground. He's having a bit of indigestion. Shouldn't have eaten the party halfling. He'll be distracted for a little while, if you'd like to slink out of here now."

So yeah, spend some Luck. Roll at or under that number on a d20. If you do, the judge helps you out. You lose the luck points permanently either way. 
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LUCK RUBRIC

Anyhoo, here's how regaining Luck has been going in my online DCC games. I allow players to roll a d20 once for each of the following conditions. If their roll goes over their character's current Luck score, it goes up by one and then we can see if they have any more chances to roll. If a 1 is rolled, you are done getting Luck chances today. Sorry. If you roll a 20, you get a bonus chance!

You get a Luck chance if you:
  • Completed a "quest."
  • Saved an important thing.
  • Have done a character report in the forum since last time.
  • Have done something cool or funny (you can't petition the judge, they'll let you know)
  • Had a victory that is particularly good for your alignment's gods.
  • Showed up on time (actually I give 2 to people on time and 1 to people who had to come late just as thanks for showing up).
  • Appeared on camera (hangouts are better with humans).
  • Were voted MVP by the other players.

The catch is if you are a thief or hobbit, your Luck can never exceed its original amount with this method. Because you have too many Luck advantages already. But it at least lets you regenerate Luck quicker than normal.

In addition to the above, I stole these other things that engender chances from Dungeon World:
Wizard/elf/psion:
  • Lawful
    • Used magic to solve a puzzle.
  • Neutral
    • Discovered something about a magical mystery.
  • Chaotic
    • Used supernatural power to cause terror and fear.

Thief or hobbit
  • Lawful:
    • Pleased your client or da boss
  • Neutral:
    • Avoided detection or infiltrate a location.
  • Chaotic:
    • Shifted danger or blame from yourself to someone else.

Warrior/dwarf
  • Lawful:
    • Defended a teammate or love interest.
  • Neutral:
    • Defeated a worthy opponent.
  • Chaotic:
    • Killed a defenseless or surrendered enemy.

Cleric:
  • Helped the cause of your alignment.
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