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c Mephisto 14m Malt doch nicht immer den Teufel an die Wand.
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j Johnny 32m New Code Written Nightly. Not a GM.
- Holiday 8s
a Cerberus 15h Head Builder & GM when I need to
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Suggested changes to luck

I don't think it is logical that a person can see their luck stat in any manner. I also don't think people should be able to actively modify it. To me what would make the most sense for letting the unpredictability of luck have a sway in the game is to have it randomly rolled at character creation. Then have a formula that takes into account the amount of spent UE that character has to decide how much sway luck can have on the actions luck is tied into. Thus beginners luck.

Unless the game has changed significantly, though, there's some really important shit that's governed by the luck stat. AFAIK if the ability to raise luck was removed, there is some especially sought-after equipment that would be a lot less useful.

Dunno if it's okay for me to mention specifics. If you search the forums you can see Gerik's player (Lujan) complaining about it, though. That would need to be changed.

If you leave the raising in, and hide the stat itself, people will be able to tell where they're at by the UE curve, so that kind of defeats the purpose of hiding it in the first place.

Giving newbies a boost to luck during their immunity period would be pretty cool though, as well as randomizing a character's initial luck pool.

Another way I could see something like this working is by having the luck stat vary wildly day by day. Maybe one day you have next to no luck. The next day you're at like the 15UE curve point. All at random. Then, you could hide it, take out raising and add a real big chunk of unpredictability to the luck system.

My 2ch

If we hide the luck stat, we could also augment the stat directly with lucky and unlucky items. In real life, we believe in luck. We believe in rabbits feet, tossing salt over our shoulder, the number 7 (or 8), black cats, etc.

I'd add a whole new dimension.

And no, its not 'magic'. :)

It's all about game mechanics. Some systems use luck as a stat, other imbue luck into a special based on the dice roll like natural 20 or 10% of the skill... All are representations of reality and all work as long as they work the same for all characters.

While being really different mechanics, luck is used to make a difference. Biggest problem I see is that the player doesn't see a lucky roll when it happens in the MOO. While in the PnP systems and other games it is evident, here it is hidden.

For me the only thing needed is to show the player when they got that lucky roll.

. o O (Lucky Me!)

Per Jinx's post, we implemented the think bubble for luck as a way of informing you of when you're getting lucky. :)

Quote: from Johnny on 5:29 pm on Sep. 20, 2011[br]...a way of informing you of when you're getting lucky. :)

Personally, I usually notice pretty quickly without being informed. :biggrin:

My charecter never gets lucky.