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Thoughts on Halfling "Lucky" trait and the "Lucky" feat
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<blockquote data-quote="thethain" data-source="post: 7090735" data-attributes="member: 6874561"><p>Lucky feat can cause huge potential swings in a given scenario. You can literally turn a critical hit against you into a miss, without even using an action. Or turn a failed save vs disabled into a successful one.</p><p></p><p>The halfling lucky trait really isn't a big deal unless your table uses critical failures. It basically a reroll for 1/20 rolls, but they aren't necessarily the important ones. But halfling luck+being able to hide behind your allies make halflings really nice ranged rogues. </p><p></p><p>Feats are very powerful. Most people rush to get +5 mod in their primary ability, but many situations a feat will have a greater impact on your character. Great Weapon Master/Sharpshooter have had many discussions on their game changing potential. Polearm master grants extra attack and gives you a much better chance to use reactions. Magic initiate can open up huge potential for a character (getting guidance and goodberry from druid gives you a bonus to every out of combat skill check and you can feed 10 people every day without wasting time to track down food, and can always revive players who are unconscious). Healer lets you use an inexpensive item to heal 1d6+14 hp at level 10. That's slightly better than a greater healing potion, for practically nothing.</p></blockquote><p></p>
[QUOTE="thethain, post: 7090735, member: 6874561"] Lucky feat can cause huge potential swings in a given scenario. You can literally turn a critical hit against you into a miss, without even using an action. Or turn a failed save vs disabled into a successful one. The halfling lucky trait really isn't a big deal unless your table uses critical failures. It basically a reroll for 1/20 rolls, but they aren't necessarily the important ones. But halfling luck+being able to hide behind your allies make halflings really nice ranged rogues. Feats are very powerful. Most people rush to get +5 mod in their primary ability, but many situations a feat will have a greater impact on your character. Great Weapon Master/Sharpshooter have had many discussions on their game changing potential. Polearm master grants extra attack and gives you a much better chance to use reactions. Magic initiate can open up huge potential for a character (getting guidance and goodberry from druid gives you a bonus to every out of combat skill check and you can feed 10 people every day without wasting time to track down food, and can always revive players who are unconscious). Healer lets you use an inexpensive item to heal 1d6+14 hp at level 10. That's slightly better than a greater healing potion, for practically nothing. [/QUOTE]
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Thoughts on Halfling "Lucky" trait and the "Lucky" feat
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