Many games feature Luck, gift dice or effort
systems. I absolutely love Luck systems. The vast majority require you to spend
these resources before the roll. The issue I have with this is one of risk vs.
reward. You risk a resource that may or may not replenish, and you pin your
hopes on attaining this one roll/accomplishment. However, you have no recourse
if the one roll that you identified as being important to you fails. By and
large, I allow players to spend these resources after the roll. It allows
players to identify which rolls matter to them and allows them to achieve those
successes on occasion. When I design these sorts of systems in my games, I make
sure that players can use them after the roll as well.
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