Original Post
Love it? Hate it? Got a better idea on how to do it? What do you think about a Luck Stat being used to modify combat success, skill tests, chance to find game generated gear and even the chance to find NPCs in the world? I didn't care for it's use in Morrowind because I had no appreciable idea of what it did or how much one or a few points were. But since I'm planning on procedurally generating just about everything in my own game I've started wondering about the wisdom of using Luck in a game that depends heavily on randomization. I can see very well what high luck would mean, but I wonder about low luck. High luck could affect chance gossip you hear, or let you walk through dangerous areas with no or minimal encounters. It could even affect the chance to meet special NPCs, like an entrepreneur who's looking for someone just like you. But bad luck? Weapon jamming, equipment malfunction? Not sure. It should be interesting, not annoying. Being framed for murder, or cases of mistaken identity are to me more interesting than things breaking. Even showing up at the wrong place at the wrong time (in the middle of a tense drug deal) would be better because it would make you try to play the game prepared-- maybe you never leave home without your trusty autocannon and nanosplicer for those cases when your bad luck strikes. By default Luck would be a neutral stat. Like GURPS, you'd have to pay character points to have higher than average luck, and you'd get points in other areas for being unlucky. Thoughts?