I’d allow using this. If a characters is lucky and can see into the future, chances are they will be more successful.
Training to learn new techniques, that I do not currently possess, and which will indeed improve my killing of creatures (and other things, too!)You mean I'd training...
To improve my killing of creatures...
Despite spending my adventures killing creatures all the time...
Something doesn't sound right there.
It's called "experience" for a reason.
That's not a core rule, right?
Why not make the cost and time fixed? Seems more fun, than Player A needing to pay double as much and take double as long for his level up than Player B just because he rolled worse.
Characters who find themselves unable to afford the cost can find a different named trainer to try to impress (i.e. they get to reattempt their checks). I think this could have a nice feel, so long as the DM has the stomach to actually block a character who can't afford it from levelling!
You mean I'd training...
To improve my killing of creatures...
Despite spending my adventures killing creatures all the time...
Something doesn't sound right there.
It's called "experience" for a reason.
I always wondered about trainer-blocked systems... why adventure at all? I mean you level and get better by training. So, why not do other things to make money then pay these tutors to get you your levels? Get a lucky score, marry well and go from pretty con man or lucky miner to 3rd level whatsit in the safety of walled splendor.I've been thinking about training. I like the sound of skill checks for time and costs, applied in the following way.
Say I require that a named trainer be found, who must be higher level than the trainee. This obviously becomes more difficult and more interesting as characters advanced. Characters then need to show them that they are worth taking on: the named trainer increasing their time and costs if they can't prove themselves. ("You clearly need a lot of practice and are barely worth my effort, but very well then, pay me double and it'll take twice as long!")
Characters who find themselves unable to afford the cost can find a different named trainer to try to impress (i.e. they get to reattempt their checks). I think this could have a nice feel, so long as the DM has the stomach to actually block a character who can't afford it from levelling!
By RAW it seems that players should be able to use the lucky feat or the Wizard School of Divination Portent Feature for skill checks required by downtime activities. However, given the ample opportunity for long rest during extended downtime, is this not almost guaranteeing good results?
I have a player who is considering a build that will have both. That's 5 re-rolls per long rest, two of which can be used for one check.
With XGE variants there is at least "complication" rolls, which the Lucky Feat won't help with.
I'm inclined to allow it because I like to follow RAW and I also like the idea of the trope of the lucky sob who is always finding what he needs and getting good deals. I don't think it would break anything, but this is the first campaign where downtime with figure prominently.
Has anyone used a lot of downtime activities where characters made heavy use of the lucky feat? How did that impact the game?
Wrong way to look at it imo. This is not about fairness, this is about: "Only ask players to roll for something when rolling actually results in more fun for the group."Now, I've found that in discussions like this I often have the concern raised that I will be harming the fun by using rules that lead to unequal results, especiall if the rules do not give equal opportunity to all characters. May it has something to do with my only having played OD&D and AD&D (1e) before a long period of time with no D&D, but this way of thinking feels alien to me.
While I like the modernization of the rules, bounded accuracy, and the overall better balance of modern D&D, even in 5e two characters are not going to have equal opportunity to do all things unless they are playing clones.
My rules are certainly more "fair" than OD&D and AD&D that capped levels for certain races, had race requirements for certain classes, and which had different XP requirements to level up for each class. I'm not bringing any of that into 5e. I'm simply using a mechanism that will make it possible for training to tougher (more time and more money needed to level up) if you roll poorly on training roles and also makes it possible for training to go very smoothly (less cost and time) and result in perks and inspiration.
I mean, in the spirit of "fairness" should I do away with all rolls for selling and buying non-mundane items. Just remove CHA roles for bargaining?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.