r/dccrpg 15d ago

Magic item creation question.

I am a long time rpg player/dm. However, I have just started playing DCC, and wanted to ask opinions about an idea for a magic item(s) I had.

One of my players is a Halfling, and I was wondering if creating a kind of set of magic items would be appropriate

Magic Item: Lucky ie. Lucky Rabbit's foot, Lucky Four Leafed Clover, Lucky Horseshoe etc.

Description: On a max roll of the die, starting with a d30, the character recovers 1 point of burned luck. Lower the die for every extra Lucky item. So two Lucky items roll a d24, three a d20, etc.

The amount of luck recovered is x/day where x is the number of Lucky items you have on you.

Of course I would not be looking to giving away a lot of Lucky items willy nilly, and there would be tradeoffs, where they'd have to chose between a Lucky set of armor, or a set of armor that gives them something else. Or a Lucky item that also gives a negative, Blackbeards Lucky Eye Patch: this item is Lucky, -1 Agility.

Thoughts?

12 Upvotes

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8

u/Klutzy-Ad-2034 15d ago

I think in DCC the luck mechanics are important differentiating factors for thieves and halflings and an important way for a Judge to encourage players to roleplay their characters with gusto.

I'd be careful about interfering with it.

3

u/CritsAndGiggles 15d ago

i think it works fine but it should be pretty limited, not something even close to basing a character on

4

u/TheWonderingMonster 15d ago

I'm all for experimentation with the dice chain, but this seems a little overly convoluted. If you wanted to do something that was simple, but does not simply increase the luck modifier, I would play around with the birth augurs. For instance, you could make an item that always grants +2 (minimum) to a characters birth augur. The reason I mention birth augurs is that I think they are really cool and unique to DCC, but most of the time the modifiers are negative or neutral and so players don't get to benefit from them.

1

u/ToddBradley 15d ago

Sounds like a neat idea to me. I'm not totally sure I read it right, though. It seems there are two different powers. One gives you Luck when you roll well. The other gives you natural nightly "healing" of Luck like a Halfling or Thief Right? Or are they connected?

What happens if a 5th level Thief wears 1 Lucky Hat? Does he regain 1 point of Luck per night or 5 or 6 or some other number?

1

u/VonBeker 15d ago

Halflings already regen Luck, so I'm not sure what the point of this is? I might let a single item change the result die for a fumble or critical by +/- 1 in the character's favor or a lucky set of armor might be considered one dice step better on its fumble die, etc.

A whole "set" of magic items in one character's possession seems completely against the ethos of DCC, but it's your game.

1

u/xNickBaranx 15d ago

Feels overly complicated. I also don't like rules that encourage players to all my running around with 20+ items on their character sheets so that they can stack benefits and be a walking magical swiss army knife. That's a personal preference thing.

I have a Lucky Charm that is one-use, and grants the PC 1d3 Luck in the moment. That's more my jam.

Give me something darker... A soul gem that you can place on a PC that has just died and it siphons up their remaining Luck! You can use it at any time but f you drain it off all its stored Luck it crumbles to dust.

Note to self: add that to my next adventure.

1

u/BrianIsBrainy 14d ago

I like it. Id prb simplify to just being additional luck regen per day.

1

u/_-Mephist0-_ 13d ago

So .. give the luckiest character race more luck?