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"Excellent luck" is an interesting twist. I think I'm going to use a variation on the Fudge/Fate Ladder for number. In this system, instead of Hit Points, you have Luck, which starts randomly every session at 6, 8, 10, or 12 by pulling a random die out of a bag of d6s, d8s, d10s, and d12s. (As you level up, d6s are removed from the bag, then d8s.)

I'm concerned about the extra cognitive load of remembering that "excellent" means "10," but I think it's worth it for the naturally memorable words.

@BrentNewhall Who is pulling these dice from the bag? Because that won't be random, that will just be that GM or player choosing what die size you have.

It's way too easy to tell those dice apart by feel for it to really be random.

@nickwedig Eh, to me that's like asking, "How do you keep players from secretly changing their stats?"

If the players want to cheat, that will become clear when they're pulling out d10s and d12s every time, at which point you'll have a conversation with them.

Now, if you're playing with (say) children who aren't responsible enough to avoid temptation yet, you can start them with d6+6 luck points.

@BrentNewhall Then I don't understand what purpose the bag serves at all. It's pure show, pretending there is randomness there when there isn't.

@nickwedig So you're saying that all players will unquestionably pick the best die out of the bag? That it's impossible for players to grab whatever they feel first?

@BrentNewhall I'm saying that it's impossible for them to not know what die they are touching. Then they will be making an informed decision to take that die or not, which isn't random.

I'm saying the system you outline incentivizes certain behaviors, but your rhetoric insults the people who pursue those obvious incentives. But the failure isn't in those players, it's in creating a system where the incentives encourage the wrong behavior.

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