Re-interpreting "Fortify Luck" enchantments for Skyr

Post » Wed Jun 20, 2012 9:32 pm

So in my mod I've decided to include the http://www.uesp.net/wiki/Morrowind:Ward_of_Akavir#Ward_of_Akavir. Anybody remember this from Morrowind? It's a Dragonscale shield that also boosts the user's luck.

The problem is, obviously, Luck doesn't exist in Skyrim, so Fortifying Luck is pretty much useless.

So, my question to all of you: how would you, personally, interpret a Fortify Luck enchantment in Skyrim?
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JaNnatul Naimah
 
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Post » Thu Jun 21, 2012 12:52 pm

Fortify EVERYTHING by 1% or 5%, ALL attributes and skills.

That is how luck "worked" ( more or less) in Oblivion.


So in my mod I've decided to include the http://www.uesp.net/wiki/Morrowind:Ward_of_Akavir#Ward_of_Akavir. Anybody remember this from Morrowind? It's a Dragonscale shield that also boosts the user's luck.

The problem is, obviously, Luck doesn't exist in Skyrim, so Fortifying Luck is pretty much useless.

So, my question to all of you: how would you, personally, interpret a Fortify Luck enchantment in Skyrim?
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Charlie Sarson
 
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Post » Thu Jun 21, 2012 1:14 pm

IMO Luck was taken out because it's so damn messy. *lol* Personally I envision Luck coming into play whenever a random number is requested to determine an outcome. Akin to a dice roll in paper and pencil RPGs like AD&D.

How many gold pieces are found in a chest? Did an attacking skeever connect with it's bite? Were five goblins waiting around a corner to ambush the player or were there only two? Were some or all of them asleep? And so on. Not sure this would be possible in an addon though.

Of course the developers can go right to the root and have luck affect the random number generator. But even that is tricky. There will be some rolls that they may not want to have Luck affect. Or maybe they'd have to introduce Good Luck and Bad Luck. IMO this can be a lot of extra work for something the player never appreciates. That is... if they manage to dodge three attacks in a row, the game doesn't say, "You were very lucky there twice and very skilled once." From a design perspective I liked the Luck stat being gone and leaving the dice rolls to fate.

Wow. Really rambled there. Sorry! :) So for Skyrim... maybe it would be an Active Effect that provides a very small boost to magic resistance, armor, health regen, magicka regen, and Speech.
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Kate Schofield
 
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Post » Thu Jun 21, 2012 3:22 am

I didn't care for the way Luck worked in previous ES games. If I'm going to max out all my skills and attributes eventually, Luck becomes a wasted investment. I'd like it to give something I can't get any other way: like new quests, conditional on one's Luck level.
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Shannon Lockwood
 
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Post » Thu Jun 21, 2012 11:36 am

Yeah, but that is only if you are going to max them all out.

The idea is that you are crafting your PC attributes in various ways even if in the end it all comes down to how much damage you can dish out and how much you can avoid and how fast you acquire "stuff" to put in your treasure horde.

I had a oblivion PC that was a poor fighter, drunk most of the time but was extremely lucky and so "dished out more damage than he received" to win fights.

And really you could make the same complaint about plus 10 swords or plus 50 armor or learning magic buff spells. :shrug:

I didn't care for the way Luck worked in previous ES games. If I'm going to max out all my skills and attributes eventually, Luck becomes a wasted investment. I'd like it to give something I can't get any other way: like new quests, conditional on one's Luck level.
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Add Me
 
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