2023-06-06

Using Luck in Troika

When I first started running Troika I had a hard time with Luck Tests. I didn't really know how to use them and, with one memorable exception, my players never really got in precarious spots from their luck being low. For context, Luck is a stat that can vary from 7 to 12 and you test it by rolling 2d6 under or equal the stat. Succeed or not, your Luck goes down by 1, making you less likely to succeed on following attempts.

After almost 80 sessions of my STS Fulton campaign I think I've got a better handle on it so figured it's worth sharing what's been working for me. Of course I'm curious to hear what others' experiences or tips are as well!

1. Don't say "Test your Luck"; always ask "Would you like to test your Luck".

The specific phrasing of a Luck Test being a player choice is right in the Troika rules but it's something that I worked to internalize so wanted to repeat it. Luck is a resource that decreases whenever used, making it harder and harder to succeed as it goes down, so it should be up to the player whether they choose to expend it. It gives my players a greater feeling of control over the outcome which is always what I'm going for.

2. Luck is for stuff that happens to you.


Rough equivalent to a saving throw in other systems, used for somehow protecting yourself from dragon breath, airship mounted miniguns, getting horrible spores in your mouth, and other similar events.

3. Luck is also for fixing undefined details


If the players ask a question about the situation that I don't already have an answer to and doesn't follow from establishes facts then I will sometimes ask them if they want to Test Luck to make reality match what they're looking for. "Is this important enough to spend your Luck on it?" For smaller questions I'll often just agree, but testing Luck gives an avenue for finding out if something more impactful goes the player's way.

4. Use Luck to power special abilities


I've primarily used this so far for a couple special abilities for backgrounds, like the ole "pull something momentarily useful out of your sack-o-crap", but there's no reason you couldn't more broadly apply it. Stuff like finicky equipment, unreliable cybernetics, or cold calling potential contacts could all work. I also just put a straight "+1 Luck" in a particularly fortune favored background.

5. Use Luck for supernatural favor

I said "favor" very specifically because it felt too mean (to me) to take away from the meagre Luck reserves that most players seem to have. It's not come up yet (soon!), but I could see giving a bonus over and above the normal Luck cap to represent divine influence or exceptional fortune. Maybe more to come on this one.



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