It's just that the picture representing the luck skill is a guy bending down to pick up a 'd be cool if that wasn't totally false advertising. (not enough so that you can farm tons of gold, but enough to feel like you're actually getting a little something from your skill point investment over time) Some of these could be repeatable events, so that every so often as a lucky person travels back and forth over certain areas he might finds random bits of loot or stumbles on a crystal or something. Or when going though some more remote tunnel, you might stub his toe and dislodge a beautiful crystal.Įven with points in luck, you might pass over the area several times before you see the event happen, but without luck you might never see it at all. Or, when going down a well traveled tunnel, you might come upon a traveler who has just recently been killed by undead, and there's a scroll or wand on his body. It'd be cool if there were a few special encounters in heavily traveled areas that only had a small chance of happening each time you pass them, but that chance was based on luck.įor instance, when crossing a bridge, you might have a 1% per lvl of luck chance of spying a silver necklace that had fallen in the water and recovering it. Is it possible to use the value of a skill (or the highest or total amount of a skill in the party) to influence probability in a special encounter, or the chance than an encounter happens at all? I know cave lore is used as a "you must have at least x to activate this encounter" trigger, but if luck were an encounter trigger I'd ideally not work that way. (Is luck used in any special encounters at all in the base game? I haven't seen anything that suggested it was in my first play-though so far.) Special encounters are creatable/editable though, right? Ahh, I didn't realize that skills were set in stone.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |