Hypothetical situation

Data allocation is always a problem. You could code the world but good luck trying to run it.

luck is always around in the form of random chance, your ores appear to work in that regard. Being lucky can sway odds in your favor and some players may just have better stats than others.
A ring of luck is always a welcome addition but you could also employ detrimental effects, a naturally unlucky player or cursed items for example.

I would suggest however you don’t broadcast it, a ring of luck does not need to be labeled as such. Keep stats hidden, allow a player to get a feel for their character rather than abuse statistical advantage, killing off new characters if they don’t meet some sort of bar.

Luck could also factor into object creation. An object has a set of prefigured parameters, for simplicity lets say material and quality. Two buckets, they are both wooden, but one is made with high INT and another with low. Luck and INT would determine the quality of such a bucket and that could in turn determine its effectiveness and durability.

If you wanted a simplified view of the world you could make luck determine how many apples had gone bad as part of an ‘apple go bad calculation’ algorithm and update the basket accordingly. Basically a little Schrödinger’s box where the item doesn’t have properties until evaluated.

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