Game that require luck

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An opponent is about to get away? GM call.

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Completely missing the plot point? GM call.

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Keep in mind it already, as written, IS a lot like taking No Conscious Control (-1 GM chooses when, full effect rolled) - but without the benefit of the points saving: As the text says 'any time outrageous fortune could save them when he doesn't expect it' Why not let it be memorable (the posing supervillain is hit by a meteor) over mundane (everyone hammers him with their strongest attacks for between 1 to 3 turns until he falls over. most of the time the heroes were going to handily win anyways.

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Even I, a somewhat killer GM who is very particular about game balance, don't have a problem if someone wants to sink so many points into luck:Ģ) Let's face it.

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