Monday, May 16, 2022

Attribute Generation in Lucky 7, Part 2

At the beginning of last month I wrote 3 methods for generating attribute scores in Lucky 7. This week I’d like to give two more methods. Maybe it’s one method with a option.

Whatever.

Method 4:

This gives a good blend of diversity and player agency. Disadvantages are that it involves player decisions which might slow things down, and you you need this silly chart:

1–3 4–6
1 -2, -2, -1, +2, +2, +2 -2, -2, ±0, +1, +2, +2
2 -2, -2, +1, +1, +1, +2 -2, -1, -1, +1, +2, +2
3 -2, -1, ±0, ±0, +2, +2 -2, -1, ±0, +1, +1, +2
4 -2, -1, +1, +1, +1, +1 -2, ±0, ±0, ±0, +1, +2
5 -2, ±0, ±0, +1, +1, +1 -1, -1, -1, ±0, +2, +2
6 -1, -1, -1, +1, +1, +2 -1, -1, ±0, ±0, +1, +2
7 -1, -1, ±0, +1, +1, +1 -1, ±0, ±0, ±0, ±0, +2
8 -1, ±0, ±0, ±0, +1, +1 ±0, ±0, ±0, ±0, ±0, +1

Step 1: Roll a 1d6 and 1d8 and cross reference on the silly chart.

Step 2: This gives a group of attribute scores. Assign each score to the attribute of your choice.

Method 5:

This is a variation of the above that removes player agency for the benefit of speed.

Step 1: Roll a 1d6 and 1d8 and cross reference on the silly chart.

Step 2: For each of the scores, roll 1d6 to determine where to put the score. If that attribute has already been assigned a score, re-roll:

Roll Attribute
1 Strength
2 Intelligence
3 Wisdom
4 Constitution
5 Dexterity
6 Charisma

Epilogue

What do you think? Is that too complicated?

It came to me as an easier way to make more diverse characters. It made more sense using only 3 attribute scores (which is where I think I’m taking Lucky 7). With three scores the silly chart only has 4 entries instead of 16.

If I decide to commit to three attributes instead of 6 that will be another post.

Speaking of other posts, James gave me an idea for a future posts. He wants me to discuss original weapon damage (where every weapon did 1d6) vs later weapon damge (where each weapon does its own damage like 1d6 or 1d8). That will be in a few weeks, I think.

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