Hey, so how/when is Luck regained? I don’t see it mentioned.
Hey, so how/when is Luck regained? I don’t see it mentioned.
Hey, so how/when is Luck regained? I don’t see it mentioned.
Hey, so how/when is Luck regained? I don’t see it mentioned.
Hey, so how/when is Luck regained? I don’t see it mentioned.
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Only when it says to gain one – specifically, it happens only via improvement.
Ah, wow. So that’s a scarce commodity then. Would it throw things off kilter if I gave them back one Luck each session?
I find that the players having to choose between regaining a luck point and an improvement slows them becoming the super/over powered characters.
Ok, I’m starting my first game in a couple hours, so I was just curious.
Giving them back a luck per session will remove almost all danger from the game.
There are advancements for some, not all of the playbooks that allow one to replenish Luck. Beyond that, RAW, there is no replenishment, which I like. Luck should be a very finite resource. The more you push it now, the less you have to lean on in the future.
Yeah after the first session, no one spent even one Luck, so I see that it doesn’t need replenishing.
Alright, this answers a question I’ve had for a little bit now, but to add on to this, once the threat the character’s doom has been dealt with, would luck replenish then, or are they just out of all luck points at that point?
Jenny Taylor Luck generally does not come back.
You could add a custom move for it, if someone spent it all and then dealt with a big problem. I would suggest something like:
1. If someone used all their luck and then dealt with their Doomed-ness, they regain one luck and unlock a new “erase a used luck mark” improvement.
2. They gain regain 2 Luck, but only by taking the “change hunter playbook” improvement (to represent what they went through).
Michael Sands Alright, sounds good ^_^ Don’t know of course if our campaign will even make it far enough to run into that, but it’s good to know just in case