Westraptor wrote:I think a luck attribute or skill value would be nice. It would give you higher chances of hitting critical hits while hunting or fighting or finding something that your P*e is to low to find.It could cost twice as much to train luck such as 50MM would take 5k lp to increase 50 luck would take 10k lp to increase or 20 str would take 20 feps to increase to 21 and 20 luck would take 40 to get to 21. I havent really thought about all the things that luck could do but it could be useful
NaoWhut wrote:When your dick is touching the sun... its' time to quit HnH
MagicManICT wrote:In a game of skill, luck should not be a factor.
Really, how much of a role will it play? The damage roll is the ONLY thing that runs off an RNG. Most other games the RNG dictates hits and misses as well as damage.
Try and put some thought into your work before posting it so you can pin down some exact effects. As it is, this isn't even first draft ready.
ImAwesome wrote:... the amount of a resource you can harvest before the node quality drops is also based on a RNG...things like getting 2 resources when gathering where you'd normally get 1... or a 2nd or 3rd roll(based on amount of luck) for getting things like webs and pearls that are pretty much based on luck... other things you could add with luck would be increases to chances of ore turning into metal, cast iron turning into bloom, and bloom become wrought iron instead of going back to cast...
aso11 wrote:Ore from metal is dictated by beliefs.
aso11 wrote: Ore from metal is dictated by beliefs.
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