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Luck Rolls

Sometimes, the GM may call for a Luck Roll. This might be to help determine what treasure is in a treasure chest, the results of a game of chance or gambling game, or just to tip the scales when they aren’t sure if something good or bad should happen.

A Luck roll is simply a 2d6, without a Trait or any modifiers. However, they may be modified by circumstances, as per your GM. For instance, if used for determining the loot in a treasure chest, the chest itself might be particularly lucky (or, having already been picked over, particularly unlucky).

Luck rolls use a different DC schema, presented below.

Die Roll Luck Roll Result
02 Exceptionally Unlucky.
All your friends should stand clear…
03-04 Very Unlucky.
Bad things are in store for your future…
05-06 Somewhat Unlucky.
Well, it could be worse…
07 Break Even.
Nothing bad, but nothing good.
08-09 Somewhat Lucky.
You have a good feeling!
10-11 Very Lucky.
Something good is about to happen!
12 Exceptionally Lucky.
You just hit the jackpot!

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