Sunday, December 06, 2009

Getting Funky With Lucky Shots

For those of you that use Funky Dice and the optional Lucky Shots rule from the Companion...

I had always assumed that Lucky Shots (and Bonus Gear) added another die of the same die type as the cliche being used to the character's roll. I don't think that it is explicitly stated that this is the case in the rules, though perhaps it is implied. Regardless, it is noteworthy that Lucky Shots are priced only in terms of dice and not in terms of Funky Dice points.

Upon reflection, this could be problematic. There is a big difference in using a Lucky Shot on a regular d6 cliche vs a Funky d20 cliche.

I have two approaches that I favor. The first is to price Funky Dice like Hooks & Tales (but in reverse). That means, Lucky Shots cost 10% the starting points during character creation. Lucky Shots (and Questing Dice) bought in this way add dice of the same type as the cliche being used.

The other approach that I would consider would be that Lucky Shots always add 1d6, regardless of if Funky Dice are used.

For Bonus Gear, I think there is no need for a hard-and-fast rule. It could vary on the purpose of the gear itself. One could assume that the default is to add dice of the same type of the cliche being used.

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Created: 2 December 2005 / Last modified: 6 January 2010
Risus: The Anything RPG ©1993-2010 by S. John Ross.
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