

atalex wrote:Interesting. So am I to understand that Luckamancy cannot be used to jinx an opposing force but only to boost one's own side? And even that only by "stealing" one of your own side's good rolls and exchanging it with whatever you were supposed to roll at the time? I kind of like that mechanic. Hmm.



blaklaw wrote:Ah I see, so luckamancy seems to be similar to the distribution of troops. Except instead of physical units, you move around numbers.
Predictamancers predict the major tide turning battles.
Mathamancers figure out the odds of winning the tide turning battle.
Luckamancers steal the 'numbers', or 'luck', of their other, less important battles.
Then they win important stuff, yay.
They lose the less important stuff, meh~
They don't have a Mathamancer though. The Luckamancer won't be sure how much luck is enough to boost a victory because they don't know how tilted the odds are. Thus the less important stuff impacts them more than it should.
Epic side combo:
Thinkamancer + Mathamancer + Predictamancer tri-caster link
Then a master class Luckamancer to top it off.
Muhahahahaaaa!
Wonder how much rands it would take to buy those casters...

Saladman wrote:Well... huh. I guess luckamancers need some kind of balancing factor to keep them from being the god-kings of Erfworld, but that's a harsh one. I'd like to think Dice is right and they pretty much have to come out ahead on balance just on principle, but that's the gamer in me talking, and Erfworld isn't just a game.
vintermann wrote:I really like the luckamancy mechanic. It could be implemented in a game quite elegantly: Just roll twice on the jinxed attempt, and keep the high result (or the low, if that's what you aimed for). Next time you roll the result you choose at ANY roll, you substitute the result you didn't use from the jinxed roll.



Saladman wrote:I wonder if there's any way at all to direct that numbers vampirism. Like, with a mathamancer to tell him how much he could get away with, could a luckamancer actually depress his own side's rolls in safe battles to kind of run up some credit beforehand.
. So this isn't widely known. Some experienced luckamancers probably suspect it, and mathamancers who work with luckamancers probably notice something is up as well. But they can't know for sure. And it's by no means sure the outcomes are always stolen from your own side - it just feels that way to Clay, who may well be a pessimistic type."I don't think it goes very far to steal good outcomes when I boost one of our warlords, you know?"


Users browsing this forum: effataigus, Google [Bot], MarbitChow and 4 guests