A character in my upcoming campaign is simultaneously very lucky and very unlucky. They can use a luck point to automatically succeed on something but must roll a d100 to determine an unlucky effect. I'm having trouble with filling a full table with effects, so any ideas would be appreciated!
I have always viewed luck as situational. Its also time sensitive.
Is your bad luck roll for the immediate situation, you got unlucky and broke your weapon, or a long term situation you got unlucky and that bar you invested in burned down.
Your the DM you make it up as you go, with an infinite amount of situations how could you ever list them all?
I read a book where a character was cursed with bad luck for a period of time. His beer mug broke, his favorite chair broke, a signed deal fell apart in a very bad way.
Small irritations like a stepping on a d4 shaped rock, handle splinter that keeps digging in, skin being pulled in a weird way from being too dry, sudden blister bursting are all ways to describe getting disadvantage on the next roll.
Medium irritation like viscera in the eyes, misjudging distance from a wall/ally/step, muscle cramp, scorpion has been sleeping in fold of clothes and picked this moment to crawl out to describe losing a die from damage and only allowing the bonus, lowering a NPC's perception of the character leading to increased cost or decreased influence.
Major irritation like broken finger, sweat making a grip slippery, unseen poor craftsmanship leading to an items failure, floor board giving way, icicle falling, major social miscue leading to action loss, giving an opponent advantage on an attack or social roll, slinging what your holding across the room.
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IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
Whether the bad luck acts up immediately or comes in later will depend on what it is, but I mainly want the bad luck to be a single instance of misfortune that may or may not lead to something worse. For example, a minor one I have is tripping and taking some damage, but that could be spun into a worse situation if you bump into someone that shouldn't be messed with. A major instance of bad luck would be something like getting struck by lightning, but that's instantaneous and 90% of lightning strike victims survive. I'd definitely alter the severity of the bad luck to fit what the good luck was spent on.
A character in my upcoming campaign is simultaneously very lucky and very unlucky. They can use a luck point to automatically succeed on something but must roll a d100 to determine an unlucky effect. I'm having trouble with filling a full table with effects, so any ideas would be appreciated!
Maybe start with the wild magic sorcerer table. Not all of those are bad, but it could give you a direction.
I have always viewed luck as situational. Its also time sensitive.
Is your bad luck roll for the immediate situation, you got unlucky and broke your weapon, or a long term situation you got unlucky and that bar you invested in burned down.
Your the DM you make it up as you go, with an infinite amount of situations how could you ever list them all?
I read a book where a character was cursed with bad luck for a period of time. His beer mug broke, his favorite chair broke, a signed deal fell apart in a very bad way.
Small irritations like a stepping on a d4 shaped rock, handle splinter that keeps digging in, skin being pulled in a weird way from being too dry, sudden blister bursting are all ways to describe getting disadvantage on the next roll.
Medium irritation like viscera in the eyes, misjudging distance from a wall/ally/step, muscle cramp, scorpion has been sleeping in fold of clothes and picked this moment to crawl out to describe losing a die from damage and only allowing the bonus, lowering a NPC's perception of the character leading to increased cost or decreased influence.
Major irritation like broken finger, sweat making a grip slippery, unseen poor craftsmanship leading to an items failure, floor board giving way, icicle falling, major social miscue leading to action loss, giving an opponent advantage on an attack or social roll, slinging what your holding across the room.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
Whether the bad luck acts up immediately or comes in later will depend on what it is, but I mainly want the bad luck to be a single instance of misfortune that may or may not lead to something worse. For example, a minor one I have is tripping and taking some damage, but that could be spun into a worse situation if you bump into someone that shouldn't be messed with. A major instance of bad luck would be something like getting struck by lightning, but that's instantaneous and 90% of lightning strike victims survive. I'd definitely alter the severity of the bad luck to fit what the good luck was spent on.
These are all great, thanks for the help :)