Eddie wrote: ↑Tue Apr 14, 2020 7:01 pm
it would be a massive issue in my game, my group regularly use their Luck as essentially additional Armour points (by testing when taking a big hit and getting a 7 for their armour roll) but that's because i've been running a sandbox style game.
The rulebook says voluntary LUCK tests can be used to make the opponents damage roll a 1, rather than the PCs armour roll a 7. It seems like it'd work fine but I'd need to sit down and figure it out to know if the armour roll gives them more benefit.
I'm wondering why they're needing to do that so much in a wilderness game where there aren't as many encounters a day. They're getting back 8 STAM a day from food and rest, plus 2 from first aid per fight they take a hit in. The problem I usually have with wilderness adventures is making them tough enough!
Anyway, yeah if there's few opportunities to make them test their luck they'll use it in combat. Ideally that'll just be for the more dangerous hits (crits, suprise attacks, creatures that get extra damage and so on), but how often they can depends when they get them back. "At the end of the adventure" doesn't work very well for a large wilderness sandbox. Maybe it should be per adventure or per week, whichever comes first? But definitely per day is too often.
Eddie wrote: ↑Tue Apr 14, 2020 7:01 pm
if they don't go to specific places they encounter no built in Luck tests (traps and spells mostly).
I like the
B10 Night's Dark Terror model for wilderness sandboxes, where there are small dungeons scattered around the map. Some are just a single lair and some a bit bigger, but most with no more than several encounter areas.
Dyson Logos' smaller maps are great for this, and I like the way they're caves, ruins, mines, tombs and so on, not just an unexplained room corridor grid.
In a wilderness you can use LUCK for hazards like ground that might give way, rock slides, avalanches and that sort of thing. Those sorts of natural traps can be found below ground too. Also a lot of creatures will try to ambush PCs and Surprise is dangerous in AFF2 (pg. 64). They can't be as on guard all the time when travelling, but LUCK can be used to see if the creature makes a noise or something looks wrong. They can then choose to take Awareness tests to figure out what's going on.
Eddie wrote: ↑Tue Apr 14, 2020 7:01 pm
i've always considered it is "use each power once, spend a luck to use one power an additional time once per day only" so that's only one additional use of one power.
I did too. But what it says is "in dire circumstances a Priest may use one of his powers for a second time during a day". That doesn't stop them doing it again with another of their powers if there's some serious direness going on.
Eddie wrote: ↑Tue Apr 14, 2020 7:01 pm
this gets slightly more complicated by the Talent Blessed which allows an additional use of one power a day (i think, either that or it's Holy, books not to hand now)
question is: can they use the same power with that and then the Luck point on the same power? thereby using the same Blessing 3 times, but the rest once each?
I say no, because the Blessed Talent description says "without extra cost" (the LUCK cost), it doesn't say anything about breaking the clearly stated "No power may be used a third time during one day" rule. Plus if you let it allow a third use every Priest PC takes it, which shows it's unbalanced against the other Talents.
Eddie wrote: ↑Tue Apr 14, 2020 7:01 pm
even if you could use each power an extra time for the Luck cost i would still think that reasonable. if only because not many Blessings are multiple times per day useful anyway.
That's it. Adventuring priests are exceptional individuals taking unusual risks so I think it's justifiable in the game world, and I don't see it as unbalancing either. But the increasing LUCK costs I was suggesting above for multiple second power uses in a day would make sure they don't do it lightly.