History Main / LuckManipulationMechanic

7th Aug '16 4:43:08 PM Morgenthaler
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* DarkHeresy, RogueTrader, and TabletopGame/DeathWatch all have Fate Points, which allow you to do this in a TabletopGame/{{Warhammer 40000}} setting. The system will eat those fate points up even if you don't have a KillerGameMaster; someone with a 60 in a skill is one of the best in the sector at that thing but will still fail well 40% or more of the tests they have to make. Combat is a rare exception as it's easy to get plenty of bonuses from choosing tactics well, but your enemies can do the same. Lethality ensues.
* ''{{Deadlands}}'' had a LuckManipulationMechanic that could be invoked by spending "Fate Chips"--actual, real-world poker chips the players and GM draw blindly--to amend the results of particularly unfortunate dice rolls. Many [[MagicAIsMagicA Arcane Backgrounds]] have extensive ''Fate Chip'' Manipulating Mechanics, to add further robustness. The particulars would require a long-winded explanation, but the generalities live on in a more general ruleset made by the same company, ''SavageWorlds''.

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* DarkHeresy, RogueTrader, ''TabletopGame/DarkHeresy'', ''TabletopGame/RogueTrader'', and TabletopGame/DeathWatch ''TabletopGame/DeathWatch'' all have Fate Points, which allow you to do this in a TabletopGame/{{Warhammer 40000}} setting. The system will eat those fate points up even if you don't have a KillerGameMaster; someone with a 60 in a skill is one of the best in the sector at that thing but will still fail well 40% or more of the tests they have to make. Combat is a rare exception as it's easy to get plenty of bonuses from choosing tactics well, but your enemies can do the same. Lethality ensues.
* ''{{Deadlands}}'' ''TabletopGame/{{Deadlands}}'' had a LuckManipulationMechanic that could be invoked by spending "Fate Chips"--actual, real-world poker chips the players and GM draw blindly--to amend the results of particularly unfortunate dice rolls. Many [[MagicAIsMagicA Arcane Backgrounds]] have extensive ''Fate Chip'' Manipulating Mechanics, to add further robustness. The particulars would require a long-winded explanation, but the generalities live on in a more general ruleset made by the same company, ''SavageWorlds''.
12th Jul '16 10:24:52 AM Koveras
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Many games that involve an element of luck use dice rolls (or an equivalent, such as random number generators for video games, drawing cards in card games, and so on) as a means of determining the outcome of a certain attempted action. In many cases the total "success" of the attempt is determined by adding static modifiers to the number rolled, but the dice roll itself cannot be changed beyond that: A poor roll represents bad luck, whereas a high roll represents good luck.

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Many games that involve an element of luck use dice UsefulNotes/{{dice}} rolls (or an equivalent, such as random number generators for video games, drawing cards in card games, and so on) as a means of determining the outcome of a certain attempted action. In many cases the total "success" of the attempt is determined by adding static modifiers to the number rolled, but the dice roll itself cannot be changed beyond that: A poor roll represents bad luck, whereas a high roll represents good luck.
4th Jul '16 5:55:28 PM Shishkahuben
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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.
30th Jun '16 1:28:26 AM Qube
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** [[http://magiccards.info/mi/en/190.html Krark's Thumb]] and [[http://magiccards.info/ug/en/43.html Goblin Bookie,]] allow you to re-flip a coin if you lose the flip.

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** [[http://magiccards.info/mi/en/190.html Krark's Thumb]] and [[http://magiccards.info/ug/en/43.html Goblin Bookie,]] allow both affect coin flips; The bookie allows you to re-flip a coin if coin, while the thumb lets you lose the flip.flip two coins and ignore one, theoretically doubling your odds of achieving a desired result.
10th Jun '16 3:25:09 AM Chabal2
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* ''VideoGame/GoldenSun'': By killing enemies with the type of Djinn they're weakest to, you gain additional gold and experience, and the chance of dropping its item is greatly increased (though it still takes a lot of LevelGrinding depending on the monster, some drops are only bumped up to 1/'''256''' with this method). Other methods include manipulating the RNG with specific commands (which character attacks, in what order, using what skill, etc. but requires a lot of resetting).
3rd May '16 11:00:00 AM 32_Footsteps
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** Third edition introduced feats that allowed a player to reroll a saving throw that they just failed - given that the prerequisite for those feats was a bonus to the saving throw in question, it made it much more likely to succeed on the saves.


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** 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.
14th Apr '16 5:20:17 PM thatother1dude
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* ''VideoGame/TheBindingOfIsaac'' features an ([[InfinityPlusOneSword arduous to get, but extremely powerful]]) item that works like this. It is the [[spoiler:[[MundaneMadeAwesome almighty D6 die]]]], which allows you to transmute power-ups & activated-items into another random item of either kind. This allows to try to swap {{Powerup Letdown}}s or MutuallyExclusivePowerups for something potentially more useful [[{{Roguelike}} for your current playthrough]].

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* ''VideoGame/TheBindingOfIsaac'' features an ([[InfinityPlusOneSword arduous to get, but extremely powerful]]) item that works like this. It is item, the [[spoiler:[[MundaneMadeAwesome almighty D6 die]]]], which allows you to transmute power-ups & activated-items into another random item of either kind. This allows to try to swap {{Powerup Letdown}}s or MutuallyExclusivePowerups for something potentially more useful [[{{Roguelike}} for your current playthrough]].
13th Feb '16 8:03:07 PM MagwitchOo
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** The "Scry" ability on many cards in the 2011 Core Set, as well as cards in the Theros block, which allows you to look at the top few cards of your library (how many depends on the specific card), rearrange them, and sent the ones you don't need to the bottom of your library.

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** The "Scry" ability on many cards in the 2011 Core Set, as well as cards in the Theros block, which allows you to look at the top few cards of your library (how many depends on the specific card), rearrange them, and sent send the ones you don't need to the bottom of your library.
11th Feb '16 10:55:51 AM JimmyTMalice
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* ''VideoGame/TheBindingOfIsaac'' features an ([[InfinityPlusOneSword arduous to get, but extremely powerful]]) item that works like this. It is the [[spoiler:[[MundaneMadeAwesome all-mighty D6 dice]]]], which allows you to transmute power-ups & activated-items into another random item of either kind. This allows to try to swap {{Powerup Letdown}}s or MutuallyExclusivePowerups for something potentially more useful [[{{Roguelike}} for your current playthrough]].

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* ''VideoGame/TheBindingOfIsaac'' features an ([[InfinityPlusOneSword arduous to get, but extremely powerful]]) item that works like this. It is the [[spoiler:[[MundaneMadeAwesome all-mighty almighty D6 dice]]]], die]]]], which allows you to transmute power-ups & activated-items into another random item of either kind. This allows to try to swap {{Powerup Letdown}}s or MutuallyExclusivePowerups for something potentially more useful [[{{Roguelike}} for your current playthrough]].
16th Dec '15 11:38:25 AM Morgenthaler
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* The Hatred special rule in ''WarhammerFantasyRoleplay'' functions like Preferred Enemy above. The Always Strikes First special rule when combined with base initiative being faster than an enemy works in a similar fashion.

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* The Hatred special rule in ''WarhammerFantasyRoleplay'' ''TabletopGame/WarhammerFantasyRoleplay'' functions like Preferred Enemy above. The Always Strikes First special rule when combined with base initiative being faster than an enemy works in a similar fashion.



* The [[EldritchAbomination Horrors]] of ''{{Earthdawn}}'' had this ability: their "cursed luck" power could change a certain number of dice from whatever they rolled into "1"s. The Dragons had a lesser version of this power that only forced the player to re-roll his dice.

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* The [[EldritchAbomination Horrors]] of ''{{Earthdawn}}'' ''TabletopGame/{{Earthdawn}}'' had this ability: their "cursed luck" power could change a certain number of dice from whatever they rolled into "1"s. The Dragons had a lesser version of this power that only forced the player to re-roll his dice.



* ''{{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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* ''{{GURPS}}'' ''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.



* ''MutantsAndMasterminds'' has had Hero Points in all three editions, which can be used for rerolls that are guaranteed to be better than average. Also, since 2nd edition, characters can buy the Second Chance feat which allows them to roll twice and pick the higher number for a given narrow task.

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* ''MutantsAndMasterminds'' ''TabletopGame/MutantsAndMasterminds'' has had Hero Points in all three editions, which can be used for rerolls that are guaranteed to be better than average. Also, since 2nd edition, characters can buy the Second Chance feat which allows them to roll twice and pick the higher number for a given narrow task.



* ''WeaponsOfTheGods'' and its SpiritualSuccessor ''LegendsOfTheWulin'' both have "Joss", which can be used to add dice to your rolls, or to take dice away from an opponent's.

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* ''WeaponsOfTheGods'' ''TabletopGame/WeaponsOfTheGods'' and its SpiritualSuccessor ''LegendsOfTheWulin'' ''TabletopGame/LegendsOfTheWulin'' both have "Joss", which can be used to add dice to your rolls, or to take dice away from an opponent's.
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