The following rule is not in the quick start rules, but I found it at reliable source. The rule will allow us to beginning using luck they way in which it will be intended in 7th Ed.
“Pushing” a skill or characteristic isn’t the only way to turn failure to success. In 7th Edition, the Luck roll becomes a resource you can spend to adjust the results of skill or characteristic rolls.
Let’s say you need to roll 60 or less and you roll 63. You can spend three points of Luck to boost your odds enough to succeed after all. But now your Luck score is three points lower — if you need to make a Luck roll it’s that much less likely to succeed.
The 7th Edition rules mean to make the functions of the Luck roll more explicit. Paul says, “It’s strictly for external circumstances beyond the player character’s control. So, you’re in the old house, you hear something upstairs. ‘I’m going to run to the kitchen. Are there any knives there?’ It’s a Luck roll.”
Importantly, spent Luck points don’t come back on their own. You can get them back only by calling on a new attribute called Connections during play.
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