> A character in my game has chosen two abilities for his character
> that are causing a bit of a headache for me.
>
> The first is 'Lucky'. I asked for examples of use, and he suggested
> that in combat an opponent that was about to kill him might
> trip over and miss, or he might 'luckily' guess a password, etc.
> Essentially he could use it to help him in pretty much any situation
> where a lucky accident might help him.
Sounds like an augment to me rather that a stand alone ability.
Of course as luck is so fickle I might make him roll for the augment
[against an increasing resistance] if he used it too much in a session.
Besides is not luck the province of Ermal the Trickster. [For Heortling
anyway]
Just how nasty do you want to get :-)
> The other ability is 'intuitive Leap', which would allow his
> character to guess or figure out just about any kind of
> information he might want to know.
Rephrase it in your own head as "leaps to conclusions" perhaps.
But otherwise its just another augment for another albity and not much
use on its own.
Just like if he had taken "Wise beyond his years" or similar
intelligence base general ability.
> I don't want to bias comments on this, but would anyone care
> to suggest how they'd handle abilities such as these?
Just treat any ability that is to broad in its scope as an augment in
most cases.
Just think of strength as a similar example.
For instance Luck is only of use, on its own, when the out come is truly
random like flipping a coin.
Inspiration sound like it could be used as a final action when you had
failed to figure something out already. Either getting you back into the
contest or dropping you further into the mess.
Hope that gives you some inspiration
Andy
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