History Main / LuckManipulationMechanic

2nd Jan '18 6:19:42 PM nombretomado
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* This is the purpose of the Probability Control power in {{Heroclix}}.
* ''TabletopGame/{{GURPS}}'' has multiple levels of the Luck advantage, which grant a character the ability to reroll, with the frequency dependant on what level it was purchased. The base version allowed for once per session, and the highest level allowed a player to do so once every ''ten minutes'' of gametime. And these could be purchased along with [[WindsOfDestinyChange Super Luck]], which would, once per session, allow the player to instantly declare a success on an action.

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* This is the purpose of the Probability Control power in {{Heroclix}}.
''TabletopGame/HeroClix''.
* ''TabletopGame/{{GURPS}}'' has multiple levels of the Luck advantage, which grant a character the ability to reroll, with the frequency dependant dependent on what level it was purchased. The base version allowed for once per session, and the highest level allowed a player to do so once every ''ten minutes'' of gametime. And these could be purchased along with [[WindsOfDestinyChange Super Luck]], which would, once per session, allow the player to instantly declare a success on an action.
19th Dec '17 5:05:12 AM LordInsane
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* ''TabletopGame/{{Pathfinder}}'' also includes numerous ways around the fickle dice; Halflings can take the race-exclusive ability [[GoodLuckCharm Lucky Halfling]] which allows them to grant any creature a free d20 reroll once a day; this same ability is found in numerous other abilities and items, with a popular one being the ability to roll a d20 twice and take the better option.
** A sufficiently powerful cavalier can become [[UpToEleven immune to luck itself.]] While all characters, from peasants to kings to dragons to gods, are vulnerable to random chance forcing a critical fumble or a stroke of improbable luck, a high-level cavalier ability allows them to treat a [[EpicFail natural 1]] as if they had rolled one lower than a natural 2.

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* ''TabletopGame/{{Pathfinder}}'' also includes numerous ways around the fickle dice; ''TabletopGame/{{Pathfinder}}'':
**
Halflings can take the race-exclusive ability [[GoodLuckCharm Lucky Halfling]] which allows them to grant any creature a free d20 reroll once a day; this same ability is found in numerous other abilities and items, with a popular one being the ability to roll a d20 twice and take the better option.
** A sufficiently powerful cavalier can become [[UpToEleven immune to luck itself.]] While all characters, from peasants to kings to dragons to gods, are vulnerable to random chance forcing a critical fumble or a stroke of improbable luck, a high-level cavalier ability allows them to treat a [[EpicFail natural 1]] as if they had rolled one lower than a natural 2. 2.
** The Persistent spell feat can modify a spell so that the target has to save against it twice. Especially effective with multiple targets.
** It also has the witch's fortune and misfortune hexes, which allow you to roll twice and take the best result, or force you to roll twice and take the worst result.
** The ''Pathfinder Society'' organized play campaign has a rule that a player can reroll one d20 per session if they are wearing [[RevenueEnhancingDevices an official Paizo Publishing T-shirt]].
** The dual-cursed oracle archetype gains access to their own misfortune and fortune abilities. In particular, the misfortune revelation would force a target to instantly reroll any d20 roll. Meant by description to force foes to roll the chance to miss, it didn't take long for players to start using it on allies when said allies rolled poorly in hopes for a better result.
** The prevalence of this is somewhat inhibited by the existence of the luck bonus type, which is this ''in-universe'' (representing something granting good fortune, whether from items, spells, class abilities, etc.) but not mechanically (it is simply a type of static modifier).



* ''TabletopGame/{{Pathfinder}}'':
** The Persistent spell feat can modify a spell so that the target has to save against it twice. Especially effective with multiple targets.
** It also has the witch's fortune and misfortune hexes, which allow you to roll twice and take the best result, or force you to roll twice and take the worst result.
** The ''Pathfinder Society'' organized play campaign has a rule that a player can reroll one d20 per session if they are wearing [[RevenueEnhancingDevices an official Paizo Publishing T-shirt]].
** The dual-cursed oracle archetype gains access to their own misfortune and fortune abilities. In particular, the misfortune revelation would force a target to instantly reroll any d20 roll. Meant by description to force foes to roll the chance to miss, it didn't take long for players to start using it on allies when said allies rolled poorly in hopes for a better result.
6th Dec '17 1:59:04 PM Game_Fan
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** A less useful application is to use them for "deck-thinning" since they effectively reduce the number of cards in the deck. This technique is most useful for decks that can benefit from a tiny change in probability and don't care about the damage the cards cause. As a result they show up in "suicide red" decks that need to ensure they don't draw extra lands even though those decks get no benefit from the intended use of being able to grab different colors of mana.

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** *** A less useful application is to use them for "deck-thinning" since they effectively reduce the number of cards in the deck. This technique is most useful for decks that can benefit from a tiny change in probability and don't care about the damage the cards cause. As a result they show up in "suicide red" decks that need to ensure they don't draw extra lands even though those decks get no benefit from the intended use of being able to grab different colors of mana.
6th Dec '17 1:58:05 PM Game_Fan
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** Fetch lands (lands which search your library for another land and put it in play, but are sacrificed in the process) are often used for "deck-thinning", reducing the total number of cards in the deck to increase the probability that they'll draw the cards they need instead of excess land. Many players even put these into mono-color decks,even though fetch lands typically require you pay life or put lands into play tapped, sometimes both, and usually [[http://magic.tcgplayer.com/db/print.asp?ID=3096 don't meaningfully function like this.]]

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** Fetch lands (lands which search your library for another land and put it in play, but are sacrificed in the process) are often weren't meant to be this but savvy players learned they could be used this way. After searching the library you have to shuffle it which means if you know there is something on top of your library that you don't want a fetch land can get rid of it.
** A less useful application is to use them
for "deck-thinning", reducing "deck-thinning" since they effectively reduce the total number of cards in the deck to increase the deck. This technique is most useful for decks that can benefit from a tiny change in probability that they'll draw the cards they need instead of excess land. Many players even put these into mono-color decks,even though fetch lands typically require you pay life or put lands into play tapped, sometimes both, and usually [[http://magic.tcgplayer.com/db/print.asp?ID=3096 don't meaningfully function like this.]]care about the damage the cards cause. As a result they show up in "suicide red" decks that need to ensure they don't draw extra lands even though those decks get no benefit from the intended use of being able to grab different colors of mana.
6th Dec '17 9:53:50 AM FuzzyBoots
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* ''TabletopGame/PlanetMercenary'' allows players to spend an [=RiPP=] (Role Playing Point) to reroll one or more dice on a skill check. Having a Specialty in a skill allows rerolling once dice. Lastly, some weapon Qualities either skew the probability curve or allow for rerolls.
11th Nov '17 4:49:57 PM Malady
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* The ''PokemonTCG'' for GameBoy uses coin flips as per the card game, but here it's possible to always get heads if you know how to time your flips correctly and during which battles (some battles have heads if the coin was flipped tails up, or the other way around, or on its edge, or...)

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* The ''PokemonTCG'' ''TableTopGame/PokemonTCG'' for GameBoy UsefulNotes/GameBoy uses coin flips as per the card game, but here it's possible to always get heads if you know how to time your flips correctly and during which battles (some battles have heads if the coin was flipped tails up, or the other way around, or on its edge, or...)
8th Sep '17 6:25:53 PM zarpaulus
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* In ''TabletopGame/EclipsePhase'' 1st edition Moxie points can be spent to "flip-flop" the numbers on a d100 roll, ignore penalties on a test, upgrade a success to a critical success or a crit fail to a regular failure, or go first in an action pass. In 2nd edition Moxie is one of four "pools" used to represent transhuman capabilities, Moxie applies only to social checks while Vigor is used on physical and Insight on mental, with "Flux" as a wild card.
22nd Aug '17 5:40:18 AM jormis29
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* Karma points in the old ''Marvel Super Heroes'' (a.k.a. FASERIP) system were a combination of this and ExperiencePoints with an added dash of, well, KarmaMeter: your character earned them for acting like a proper superhero, could lose them for ''un''heroic behavior, and they could be spent either in game to adjust die roll results or use your character's powers in new and unusual ways or ''between'' games for mechanical character advancement. The game also had a separate "Probability Control" superpower that let the character's player dictate in which order his or her (percentile) dice would be read after any given roll.

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* Karma points in the old ''Marvel Super Heroes'' ''TabletopGame/MarvelSuperHeroes'' (a.k.a. FASERIP) system were a combination of this and ExperiencePoints with an added dash of, well, KarmaMeter: your character earned them for acting like a proper superhero, could lose them for ''un''heroic behavior, and they could be spent either in game to adjust die roll results or use your character's powers in new and unusual ways or ''between'' games for mechanical character advancement. The game also had a separate "Probability Control" superpower that let the character's player dictate in which order his or her (percentile) dice would be read after any given roll.
5th Jun '17 10:32:48 PM Lemia
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* In ''Pocket Quest'', a game where you literally roll giant dice to move to board tiles, you can use Loaded Dice (purchasable from shops and dropped by some monsters) to specify the number of spaces you want to move. Additionally, a traveling merchant sells the expensive Red Ears which skews the BettingMinigame's odds in your favor.
24th Apr '17 2:11:36 PM ZicherCZ
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** If an investigator is "blessed," die results 4-6 are successes instead of 5-6, which, in contrast to the typical Luck Manipulation, adds a significant improvement to the statistics. In addition, one investigator has a "Research" special ability, which allows any investigator to re-roll any dice that were ''not'' successes.

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** If an investigator is "blessed," die results 4-6 are successes instead of 5-6, which, in contrast to the typical Luck Manipulation, adds a significant improvement to the statistics. "Cursed" status works the other way - only 6s are treated as successes. In addition, one investigator has a "Research" special ability, which allows any investigator to re-roll any dice that were ''not'' successes.successes.
*** During normal play, when the Ancient still sleeps, "Research" basically only grants a chance to turn a single test per round from failure into success. Even this is powerful enough when used in a right way. But if the game comes to the final battle, Research truly shines - in this phase, ''every single successful die'' counts as one hit. With good timing (and bad luck on the roll being rerolled by Research), this can result in 10+ extra dice (equalling 10+ possible extra hits) ''every round'' of the final battle.
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