CapnZapp
Legend
Think of it this way.I was reading a thread about homebrew feat costs, and Lucky was in the same highest tier as SS and GWM. There's been a lot of discussion back and forth about the later two, but Lucky seems to be more of a solid choice then an overpowered choice.
Among the friendly gang of optimizers that is a good chunk of my FLGS's AL league, I can't point out that I have any memories of it in play. And they are usually quick to leap on things that are good, but also most play is in the 5-12 zone so maybe it's a great feat to take after you've already maxed your prime ability score and taking any defining feats. But that right there would put it lower then tier 1.
I can see from a reading that it's strong, can you share your practical experiences seeing it in play? I'm sure it's got some great stories around the perfect skill check, about misses turning to hits or foe crits negated, or missed saves. But is is consistently good every session?
(Just for normalization, if your table averages less encounters per day, can you say that. Just because I can see it stronger when there's less rolls per day.)
Thanks!
Except at the lowest levels (where the following really does not apply), how many crucial saves* that you really really do not want to fail do you have in one day?
*) Also checks, but not nearly to the same degree. Also attacks, but definitely not to the same degree.
There you have it.
Anytime you think "but what does three rerolls in a day change when you make dozens of rolls" you're not thinking like a minmaxer.
A minmaxer thinks "I probably won't suffer more than half a dozen super-important save-or-suck rolls in a day; and probably not even half that most days; so taking a feat that allows me to reroll no less than 50% of those and probably all of them is INCREDIBLY POWERFUL".
But if you're not a pesky roll-player - you're one of the far superior role-players?
Well then...
Consider pivotal roleplaying instances, where you feel your character's concept heavily relies on succeeding at a particular task. If you're Casanova, say, you REALLY don't want to be remembered for blowing your Charisma check to seduce the Countess Emanuelle. Since you are unlikely to ever face more than three such character-defining challenges in one day, the feat is INCREDIBLY ENABLING.
Okay, so you're not a particular type of player at all. Except you hate to lose.
Well then...
Anytime you suffer disadvantage, Lucky makes your day. Suddenly you gain SUPER ADVANTAGE where everybody else is just miserable.
Questions on that?
