Fiendish Friday: Test your Luck!

Ok so it’s not actually Friday, but I’ve asked the Sorcerer to bend time and space so we can have another preview of Crypts and Things Remastered, this time of a new ruling: LUCK.

One thing that began to fall flat with me after a while was having a single Saving Throw Number (as per Swords & Wizardry which C&T is based off). When I was doing my ‘literature review’ for C&T remastered I reread some of the early Fighting Fantasy books, I suddenly remembered Testing Your Luck and how it was a very British way of doing Saving Throws. It also fits nicely with the whole Swords and Sorcery genre. So here’s my expanded version which also allows for Class Based Luck Tests, which gives yet another layer of things that the classes can do.

Note this is a prototype that is going through playtesting with external playtesters at the moment. While feedback so far is overwhelmingly positive, it may get tweaked for the final version.

LUCK
This is a measure of the character’s innate quality to avoid trouble, stumble across useful items and have just the right thing happen at the right time. It is tested over the course of the adventure and decreases as the character gets fatigued and tired. Eventually even the most Lucky character will run out of Luck. To generate Luck roll 1D6 and add six (giving starting range of a range of 7-12). Every three levels add one point of Luck.

TESTING LUCK
During an adventure a character may be asked to “Test their Luck” by the Referee by rolling a 2D6 and getting lower or equal than their current Luck score. If they do so they get Lucky, deduct 1 point from their Luck. If they fail their roll they suffer the consequences of being Unlucky, but do not lose any Luck.
Example situations for Testing Luck

  • Avoiding or reducing the effects of a spell.
  • Dodging falling masonry, sweeping blades and other traps.
  • Avoiding suffering the effects of Poisons or Disease.
  • Just happening to have an item that the character could reasonably have on their person due to wealth, class and skills.
  • Slipping away unnoticed from a fight involving multiple combatants unnoticed until the fight ends.

Luck can also be tested to avoid the adverse effects of a failed skill roll.

For example a character fails a Skill check while jumping a deep ravine. If they succeed a Luck Test they narrowly catch a nearby ledge. Or a Thief misses their Hide roll and is potentially spotted by a passing guard, but on a successful Luck Test the Guard grunts dismissively and moves on.

CLASS BASED LUCK TESTS
Each class has unique ways of using Luck. Unlike usual Luck tests if the character is Unlucky they do not suffer any consequences.

FIGHTER
Cleave. When a fighter kills an opponent in combat, they can attack an adjacent foe on a successful Luck Test the Fighter has hit the next target. The Fighter can carry on Testing Luck until they fail or run out of adjacent opponents.
Maximum Damage. On a successful hit and the Fighter may Test their Luck. If successful then they do Maximum possible damage with their weapon.

THIEF
Thieves are renowned for their lucky nature and they have a very powerful luck that can almost magically bend reality.
Improve their situation. Luck can be tested to improve the situation that the Thief is currently in. For example a Thief finds himself manacled in a dismal dungeon cell. On a successful Luck test the Thief finds that the jailer has accidentally forgotten to lock the manacles properly. A Thief can continue to test their luck to improve their situation until they fail.
Friends in low places. On a successful Luck test one of the Thieves contacts, either from previous jobs or the communities they work in, appears on the scene to help the Thief out.

SORCERER
Retain Spell. The character may test their Luck immediately after casting a Spell. If they are lucky then the character does not forget the spell.
Lucky Knowledge. Sorcerers are so steeped in learning lore from dusty old books and obscure sources, that on a successful Luck Test they just knows a fact pertinent to the current situation or can speak an unknown language with just enough linguistic phrases to quickly converse with a creature or decode a piece of writing.

BARBARIAN
Blood Rage. When a Barbarian takes damage they may Test their Luck. If succeed gain +1 to hit and damage. This bonus adds to other modifiers and can be taken more than once (I.e. each time the Barbarian gets hit they may Test their Luck and a get an additional +1). This means that if they are consistently Lucky a wounded Barbarian can quickly get a large bonus and become quite deadly when hurt.
One with the Wilderness. Barbarians are most at home when they are in the wilderness. If they successfully test their Luck they find their way (i.e. stop being lost) and find enough food and water to sustain themselves.

REGAINING LUCK
Luck potions/magical effects. Certain magics can restore Luck when activated.
For example: A Potion of Luck (a pale blue liquid in a small glass vial) restores 1D6 Luck when drunk. The Amulet of Skarlos the Slippery (an ancient bronze medallion that only works when worn over a bare chest) can be called to restore 1D4 Luck twice a day.

Through resting. Each full hour fully rested without any interruption restores 1 Luck Point.

After the end of the adventure, all Luck points are restored in time for the next hazardous exploration.

More next Friday…when I preview some of the stretch goal material.

Previous posts about Crypts & Things Remastered

Art Preview – I show off some of the awesome art already done for the new game by David Micheal Wright.

Why Crypts and Things Remastered?  –  a bit of the history of the game’s intial development and why I’m redoing it, the scope of the redevelopment and what’s going to be in the stretch goals.

Crypts and Things Remastered Kick Starter opens March 1st The cover in all its glory.

The Sorcerer The revised Magician class (because one of the biggest bits of feedback I got was that I should change the name to the Sorcerer). Look close and you’ll see some of the system changes in the class description.

Magicians of Zarth. Other types of magic users in the setting. Note these are non-player character types, and will be written up as monsters.

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