Part One: Dice ≠ Challenge. Part Two: Decisions = Challenge. Part Three: definition of issues 1-5.
Luck Points in Cyberpunk fall afoul of issues 1 and (surprisingly) 2. +1 to the roll per Luck point isn't terribly potent, but it is mitigated by the ability to spend multiple points on a roll. However, that advantage is trumped by the fact you expend this limited resource only before rolling. You can be left feeling the point was wasted because of either a particularly good or bad die roll.
The "solution" to this, should the GM wish to increase the challenge to the players, is actually to make Luck Points better by allowing post-roll expenditures. Allowing the players to spend Luck after rolling makes each Luck Point matter. Should I blow three points to succeed now, or save them to potentially make 2 or 3 rolls succeed later in the session?
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