
Nnelg wrote:The caster or the target? Also, I meant for the Luck Ward to be a sort of Anti-Karma sort of thing for both attack and defence. Something you'd cast on your most important units, such that you could control whom gets hit by the backlash better.
For this round, I think I want to implement Luck Ward as a continuous ability, not a spell. That means it only affects the caster, but is always on. There are a number of ways to 'manage' Karma, so if you don't want it hurting your side, keep it positive. I don't mind shielding the Luckamancer from the effects, but if all of the PCs are never at risk, there's far less incentive to avoid negative Karma.WhirdCheese wrote:Could I cast Luck Ward on others? Otherwise it looks good.
Let's play-test the new system a bit first.Nnelg wrote:What if you had some Luckamancy spells with effects determined by the roll of a die? For instance, have a spell that costs 5 Karma, but then increases Karma by 2d6?


GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.



Ultimately, boosting Karma costs Juice, but Karma, unlike Juice, persists from Turn to Turn. Positive Karma can be burned to summon helpful creatures or create random encounters. Personally, I don't mind that a mechanic is exploitable if it's not unbalancing. You can't use Karma to get instant-kills or XP, for example. However, I do agree that there needs to be some basic checks on it. How about something simple:Exate wrote:Luckamancy as it's currently implemented basically establishes a resource management minigame, where a Luckamancer has strong incentive to Curse friendly units who aren't going to be succeeding at anything anyway in order to build up a Karma bank, and the side as a whole has an incentive to farm low-level encounters that they artificially drag out in order to maximize Karma.

MarbitChow wrote:Karma can't change if the change in roll does not change the outcome of the action.
Units that couldn't possibly hit with a 12 and units that kill the target outright on a 2 don't change their side's Karma score, for example.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


No, because the success or failure occurs right there. There's nothing to keep track of afterwards. It's just like wards & Hits - there's a tag on the character to indicate they're warded, so when I apply damage, I take it from the ward first. Same accounting idea applies here.0beron wrote:Good idea, but I point you back to your concern about complicating matters for the GM. Would keeping track of this be a tax on you?

My objection isn't to the exploitability of the mechanic so much as the fact that the way to exploit this mechanic is through laughably artificial karma-harvesting, which isn't clever or interesting. It's just repetitive, and demands time and attention on the part of players and GM which, as I perceive it, distracts from focusing on meaningful tactics and plot.MarbitChow wrote:Personally, I don't mind that a mechanic is exploitable if it's not unbalancing.
That helps a little and is sensible.MarbitChow wrote:Karma can't change if the change in roll does not change the outcome of the action.
Units that couldn't possibly hit with a 12 and units that kill the target outright on a 2 don't change their side's Karma score, for example.


I don't actually have a problem with a Luckamancer leading their side into ridiculous hundreds-of-Karma territory (although positive Karma should probably automatically start using itself at GM discretion just like negative Karma rather than sitting around banked). My issue is less with balance and more with gameplay; at the moment Luckamancy feels to me like it's more of a micromanagement challenge than a fun game mechanic.Nnelg wrote:So why should it be so hard for a side with a luckamancer to gain a net positive Karma? Exploiting the system that "should" be zero-sum gains seems a lot more fun IMO.

Fantastic idea. Consider it implemented.Exate wrote:positive Karma should probably automatically start using itself at GM discretion just like negative Karma rather than sitting around banked

MarbitChow wrote:Fantastic idea. Consider it implemented.Exate wrote:positive Karma should probably automatically start using itself at GM discretion just like negative Karma rather than sitting around banked

THIS idea I dislike, one because it's one more thing for Marbit to deal with behind the scenes, and two because it undermine's the Luckamancer's efforts to build up good Karma.Nnelg wrote:You should also have Karma (of both types) gradually dissapate between turns. I figure it'd be used on mundane things, such as the cook rolling bad and preparing a somewhat less-than-fantastic meal the night the lavoratories are being repaired, or four players in a game of poker playing a royal flush simultaneously.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


0beron wrote:THIS idea I dislike, one because it's one more thing for Marbit to deal with behind the scenes, and two because it undermine's the Luckamancer's efforts to build up good Karma.

You can only build up good Karma in situations where it matters: actual life-or-death combat, where you're changing the results for the worse and risking your units. I'm going to enforce it on both this micro-level and the macro-level, meaning that if you send off a bunch of cursed scrubs to die (and they would have died anyway), or you send out some cursed fliers to wipe out some warriors (who will eventually win no matter the die rolls), you get no Karma. Karma only changes when it makes a difference.Nnelg wrote:It's not too hard, simply say that 10% or so of a side's Karma disappears each turn. And preventing a build-up of good Karma is kinda the point...

MarbitChow wrote:Karma only changes when it makes a difference.

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