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General Tabletop Discussion
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When to use Luck Points, Action Points, Hero Points
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<blockquote data-quote="Quasqueton" data-source="post: 2072609" data-attributes="member: 3854"><p>My game uses Luck Points. PCs (and only PCs) get one LP at character creation, and then one at each level up. They do not regenerate. Once used, the Player hands me back the poker chip. Using a LP lets the Player reroll one die.</p><p></p><p>I like this house rule. My Players like this house rule. It seems to work well. But something came up last game session that pointed out a potential problem.</p><p></p><p>Should a Player find out the result of the die roll before deciding to cash in a LP? For instance, rolling a 1 on a save is obviously a bad result. But there are different degrees of "bad". Failing a save versus <em>doom</em> is not as bad as failing a save vs. <em>hold person</em> is not as bad as failing a save vs. <em>phantasmal killer</em> is not as bad as failing a save vs. <em>disentigrate</em>, etc.</p><p></p><p>And what if revealing the spell or effect, to let the Player decide whether to use LP or not, also reveals a secret ("He can cast a 7th-level spell?!").</p><p></p><p>And rolling saves against spells is not the only thing that can open this can of worms. "Holy crap, that's Con poison?!" "He does 22 points of damage with a grapple check?!" Etc.</p><p></p><p>Should a DM using Luck Points, Action Points, Hero Points, whatever, tell what the results are of a failed roll or make the Player decide without knowledge of how bad the result is? I mean, one way you can have Players "wasting" LP on nuisance problems, and you can have them decline a new roll on save-or-die situations.</p><p></p><p>Should a DM give a hint, "You *really* should consider using a LP for this."?</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 2072609, member: 3854"] My game uses Luck Points. PCs (and only PCs) get one LP at character creation, and then one at each level up. They do not regenerate. Once used, the Player hands me back the poker chip. Using a LP lets the Player reroll one die. I like this house rule. My Players like this house rule. It seems to work well. But something came up last game session that pointed out a potential problem. Should a Player find out the result of the die roll before deciding to cash in a LP? For instance, rolling a 1 on a save is obviously a bad result. But there are different degrees of "bad". Failing a save versus [i]doom[/i] is not as bad as failing a save vs. [i]hold person[/i] is not as bad as failing a save vs. [i]phantasmal killer[/i] is not as bad as failing a save vs. [i]disentigrate[/i], etc. And what if revealing the spell or effect, to let the Player decide whether to use LP or not, also reveals a secret ("He can cast a 7th-level spell?!"). And rolling saves against spells is not the only thing that can open this can of worms. "Holy crap, that's Con poison?!" "He does 22 points of damage with a grapple check?!" Etc. Should a DM using Luck Points, Action Points, Hero Points, whatever, tell what the results are of a failed roll or make the Player decide without knowledge of how bad the result is? I mean, one way you can have Players "wasting" LP on nuisance problems, and you can have them decline a new roll on save-or-die situations. Should a DM give a hint, "You *really* should consider using a LP for this."? Quasqueton [/QUOTE]
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