Luckamancy

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Luckamancy

Postby TheMatt » Thu Apr 10, 2014 10:18 pm

UMA

//Blighted
1/4 at first.
L1: 1d6
L4: 1d12.

L4: Luckamancer gets 12 numbers: 1-12. Can affect any roll to have it be a given number, and then checks that number off. That number cannot be re-used until all the other numbers have been.

At first, it's easy. Low numbers to your enemies, high numbers to your friends. But what do you do about all the mid-numbers? Enemies roll better than they might otherwise, friends roll worse.

You can go into battle 'loaded' with ony low numbers (1-4) and high numbers (9-12), but once used up, the dilemma occurs. And you can only affect one roll at a time, so you can't match a 12 vs. a 1, just a 12 vs a d6. You also can't use a number that couldn't be rolled--no rolling a 6 on a d4 for example.
"I can't tell if what you are saying is too profound for me to understand, or just insane".
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Re: Luckamancy

Postby Maugh » Mon Apr 14, 2014 12:46 pm

What about artificial options? Under what conditions would you restrict their use?
"I make a jump check to see how far I can jump. Oh, 1. Not very far. Oh well. Now I have a free 12 in combat."
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Re: Luckamancy

Postby TheMatt » Wed Apr 16, 2014 1:22 am

Not restrictions. As I said, it is possible to go into combat 'loaded'.

You can 'burn' all your bad numbers, and go into combat with a 9,10, 11, 12... but then you can't use the 1,2,3,4 against your enemies. Best scenario is to go in with no mid-range numbers (1234...9101112).

You don't get 1 or 12. You get 1,2,3,4,5,6,7,8,9,10,11,12.
And you can only keep ONE (1) copy of each number at a time. No saving up multiple 12's.
"I can't tell if what you are saying is too profound for me to understand, or just insane".
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Posts: 209
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