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Nov 10, 2013 at 19:46 comment added Tom I read your question as an attempt to balance the need to preserve an RPG's sense of risk (of death) against the problems of uncontrollable death. If you think about it, luck points can't purchase life, because they must be used BEFORE a character dies. If a PC blows them on a damage role an hour earlier, they can't use them on a saving throw. Also, they can't increase the number past 6 to guarantee a death avoiding save roll. So it helps avoid death, but denies resource-driven certainty that one's character cannot die.
Nov 10, 2013 at 1:49 comment added Mala I like your analysis, even though I disagree in a few points. And your solutions...well... I feel that the luck points are not so different from 'purchasing life' - both require to spend limited resources to solve the 'death problem'. And my problem with killing characters is more that some players wrote elaborate backstories and really give life to their character - two characters would just split that effort (as time for rpg prep is limited). Still, great answer. +1
Nov 9, 2013 at 21:59 history answered Tom CC BY-SA 3.0