Something boosted through ingame quests and rituals rather than burning stat points, and helps with story events, criticals, miraculous encounters and the dice-based gambling minigame.
since luck isn't real and is purely a human explanation for coincidence and probability, an RPG where luck is real means luck is reality bending. for example, if you do more damage during rainy weather you just so happen to get rainstorms often when you fight, or you have a higher chance of guessing random choices correctly like which cup the ball is under.
Combine luck and charisma. Both represent an "unseen" force that nudges things your way. Even in society when guys manage to snag a woman way out of their league we call them "lucky guys." The D&D use for Charisma on sorcerers would also explain that they would be a bit more lucky due to their diety nudging things in their favor. These two stats work hand in hand.
Getting more charismatic while the campaign continues also makes sense. A street preacher might start with zero followers but later end up with dozens, which is him becoming more charismatic. Becoming "more lucky" though doesn't make sense. Combine the two and this is no longer an issue.'
With my changes, Charisma will no longer be the dump stat in every video game.
The new God of War games make Luck a pretty good stat, because tons of gear has “chance to do special effect” stuff on them, and if you maximise Luck you can get those effects to happen nearly 100% of the time for moderate chance effects, and often enough to be relied on for rare chance effects. Means you can rely on bonus effects to make up for your build’s lack of raw damage.
But it really only works in games where % chance for something to happen, is very common gameplay mechanic, which I personally don’t like very much.
"Luck" is a hidden stat that triggers secret events based on RNG that allow roleplaying options for the character.
Specifically, I imagine Luck being influenced by a morality system. The more 'neutral' a player is, the more events they receive. The more 'sacred' or 'heretical' a character is greatly decreases these events, however they offer better rewards.
increases drop currency it secretly increases all positive probability-related stats by rolling a number and adding that as a bonus to the multiplier. increased luck upgrades increases the possible value that could be rolled
Games can't do luck because you're already the chosen one, no matter how much le story and lore pretend otherwise. Can npcs rewind the game like me? No. Can NPCs waste time grinding mobs indefinitely while doing tasks for everybody with no physical and psychological repercussions that can't be fixed with some sleep and a conveniently located priest/doctor that can fix me for cheap? No.
Luck doesn't influence the status of your class across the world, the "progress" it may provide in loot is just minutes of gameplay at best, you still fight the same encounters somebody with less luck does, the NPCs don't have any emergent gameplay that affects you positively thanks to luck, you can't create positive events randomly with luck in fact if RPGs were good they would let you have NEGATIVE luck that made you a complete and utter nuisance to the world, a real curse to anyone around you but that doesn't happen either.
Luck just makes enemies drop more currency.
Higher drop rates, crit rate and status effect success rate.
It's a shit stat for an RPG and shouldn't be used.
Luck affects literally everything in some small way; you never explain what it does to the player at any point.
high luck randomly effects xp gain killing a low level enemy can potentially gain 10 levels
Something boosted through ingame quests and rituals rather than burning stat points, and helps with story events, criticals, miraculous encounters and the dice-based gambling minigame.
since luck isn't real and is purely a human explanation for coincidence and probability, an RPG where luck is real means luck is reality bending. for example, if you do more damage during rainy weather you just so happen to get rainstorms often when you fight, or you have a higher chance of guessing random choices correctly like which cup the ball is under.
Literally anytime the code of the game calls for a random number to be generated luck should influence it.
Combine luck and charisma. Both represent an "unseen" force that nudges things your way. Even in society when guys manage to snag a woman way out of their league we call them "lucky guys." The D&D use for Charisma on sorcerers would also explain that they would be a bit more lucky due to their diety nudging things in their favor. These two stats work hand in hand.
Getting more charismatic while the campaign continues also makes sense. A street preacher might start with zero followers but later end up with dozens, which is him becoming more charismatic. Becoming "more lucky" though doesn't make sense. Combine the two and this is no longer an issue.'
With my changes, Charisma will no longer be the dump stat in every video game.
The new God of War games make Luck a pretty good stat, because tons of gear has “chance to do special effect” stuff on them, and if you maximise Luck you can get those effects to happen nearly 100% of the time for moderate chance effects, and often enough to be relied on for rare chance effects. Means you can rely on bonus effects to make up for your build’s lack of raw damage.
But it really only works in games where % chance for something to happen, is very common gameplay mechanic, which I personally don’t like very much.
Sometimes LCK works, sometimes it doesn't
"Luck" is a hidden stat that triggers secret events based on RNG that allow roleplaying options for the character.
Specifically, I imagine Luck being influenced by a morality system. The more 'neutral' a player is, the more events they receive. The more 'sacred' or 'heretical' a character is greatly decreases these events, however they offer better rewards.
increases drop currency
it secretly increases all positive probability-related stats by rolling a number and adding that as a bonus to the multiplier. increased luck upgrades increases the possible value that could be rolled
make it do literally nothing
the description would say "has small varied effects"
Placebo effect
Makes you luckier in real life
luck shouldn't be a stat, it's just moronic
With high luck your starting point is a upper-middle-class white family in a Nordic country
Better drop rates, better chance for crits, boost to hit and dodge rate, better odds at escaping or negotiations, etc
Luck does everything the other stats does
but better plus more stuff
but is 10x more costly to lvl up compared to other stats
Games can't do luck because you're already the chosen one, no matter how much le story and lore pretend otherwise. Can npcs rewind the game like me? No. Can NPCs waste time grinding mobs indefinitely while doing tasks for everybody with no physical and psychological repercussions that can't be fixed with some sleep and a conveniently located priest/doctor that can fix me for cheap? No.
Luck doesn't influence the status of your class across the world, the "progress" it may provide in loot is just minutes of gameplay at best, you still fight the same encounters somebody with less luck does, the NPCs don't have any emergent gameplay that affects you positively thanks to luck, you can't create positive events randomly with luck in fact if RPGs were good they would let you have NEGATIVE luck that made you a complete and utter nuisance to the world, a real curse to anyone around you but that doesn't happen either.
are u ok