Again, this is not about rigid following of rules but of making the game play more interesting and ultimately more fun because players having tough choices about managing their resources and balancing their decisions between travel or action vs. taking time to rest creates more interesting game play experiences in my humble opinion.Talking about late to the party. It is universally beneficial in that it gives any character the power of probability manipulation. I do disagree with your perspective and I doubt any of my comments will change your mind given the replies so far but I thought I would offer them anyway.1) There is no denying that Lucky is a good feat especially for a defensive minded player. As a player I would definitely go with this feat and if no one complains you can enjoy settling the key moments of the day and protecting yourself from harm, but as a DM I would definitely modify it, probably selecting option 3 from my suggestions above. Their passive perception is only 13, but thankfully for them I rolled even lower with my d20+5.
Very good point, the fact that PCs with this feat pretty much become immune to critical hits is just another reason to ban it!It is not owerpowered at all. If I have disadvantage and use lucky I can choose any of the 3 rolls. If the players do something to earn inspiration I’m all for granting it, but inspiration is not something you can stockpile.
Or once per level. These aren’t incompetent players, in fact a large portion of the people I play with have been playing since the late 70’s/early 80’s Gygax days and are quite well versed with mathematics. Something happens that affects the game.
Most classes will only see two of them before level 10.
For me it’s really important that characters have more or less the same amount of power, as that helps everyone at the table enjoy the game and feel they contribute equally. This means the classes who get the most benefit out of it include the monk, who gets proficiency on all saves; paladin, who gets to add his charisma modifier to all saves (being close to the paladin works too, but don’t bet on this); sometimes the fighter, who as a samurai gets proficiency in wisdom saving throws, and get additional ASIs to which he can afford extra feats and potentially grab resilient for dexterity, giving him proficiency in the 3 main attributes used for making saving throws; and maybe the bard for ability saving throws, fits because he already gives inspiration to allies.Perhaps part of the reason I love luck so much is because I play a lot of monk and paladin because of their high saves (and the paladin can multiclass into sorc easily, his best features kicking in at lvl 6 and 11, sorc gets him a lot more uses of smite than pure paladin, and a lot more utility)[end of my main points, the rest is rambling kind of, it is mostly explaining how many encounters make sense later on]Last thing I would take note of are daily encounter amounts. Anyway I did the maths myself for a couple of check points so we can consider exactly how much difference Lucky feat can make:Let’s say you need to roll an 11 (before adding any modifiers) to pass a saving throw, skills check, attack roll etc. . None of those “zillions of rolls” tend to matter as individual rolls. I know this is just how it’s meant to be played, but a lot of people I’ve seen let it slide.And then walks in bards, whose whole point is giving out inspiration as a bonus action, furthermore inspiration can, just like the lucky feat, be ‘used’ after rolling the main dice, just before the DM decides the result (the exact same as the lucky feat)Furthermore the lucky feat is less powerful than inspiration as lucky is rerolling a D20, whereas inspiration is a flat out addition of up to a d12Say you rolled a 10, with lucky you only have a 50% chance of getting a better result, whereas inspiration is guaranteed to improve it, though i suppose lucky can turn a 1 into a 20Lucky isn’t the same as 3 inspiration dice, it’s the same as 3 self-invoked advantage rolls (but not quite, since with a disadvantage roll it takes the middle of the 3 dice rolled)Hey Sirius, just to be clear, let’s not confuse Bardic Inspiration with Inspiration, as they are two separate mechanics. If the Big Bad Guy at the end of the dungeon is an evil wizard of 10 level with some charmed Ogres as bodyguards… Of course he will have feats (one at 4th level and one at 8th leves). Your job as DM is to tell a story and make sure everyone has fun. It might be fun breaking.Also remember that the new roll is only a roll. But you definitely seem to crave control. You don’t seem to take that into consideration and maybe you should. Yet Lucky isn’t used on those things, so the argument is irrelevant. 2) Balance in D&D 5e is designed around an assumed adventuring day which contains one long rest and some number of short rests which intersperse encounters. Perhaps the best fix of all would be to have to declare you are using a luck roll before casting the die. Giving NPCs Lucky to counter Lucky is just dumb, and a waste of everyone’s time. ).My end-level games are like this, after about level 14 there start to be many interesting and dangerous situations that have encounter after encounter. This is pretty relevant versus a very high check or one very high for your character, where it not only increases the chances of succeeding more than Luck, but, were you at that rare table that doesn’t make 20 an automatic success, actually makes otherwise impossible successes possible.Now unlike all these other things I’ve mentioned Luck does give you a chance after you have already failed by a large margin, and this feature is rare in the game. Legendary action the spell again.
Given you get DPs for good choices and good RP and following your Convictions , some nights people get 1, some none. If you are finding that your table does two encounters/long rest then my guess is that the party might have a lot of long rest based characters that expend a lot of resources in each encounter then the party decides to long rest after a couple.
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