Luck (or rather "Fate" as it internally is called) now is a sliding scale represented by a single integer value. A positive value indicates good luck, a negative value bad luck. Whenever Fate should influence a being in the game a random value is applied to the roll, ranging from 0 to the current fate modifier (so the modifier is positive for good luck and negative for bad luck). What is new is the way in which the overall fate value is discovered:
- Each being starts with a 0 (nobody is particularly lucky or unlucky by itself).
- Each cursed item that is equipped lowers that value by 0.5.
- Each blessed item that is equipped increased that value by 0.5.
- Fractions in the end are dropped, so you need to have two blessed or cursed items to get a real modifier.
- The well known intrinsics (lucky, very lucky, cursed, doomed) modify the value by a constant (usually +4, +8, -4, -8).
- Other factors also will shift your position on the scale (e.g. star signs, piety, ...).
As a sideline I noticed that Fate was not yet applied to some situations in the game (e.g. combat, attribute tests and skill tests). This has been fixed, too. DevState records this addition, too.
The drive to change the implementation was actually spawned because I wanted to implemented a scroll of luck during breakfast and noticed that I did not like all the special case handling in classic ADOM.
What do you think?