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<blockquote data-quote="Reynard" data-source="post: 9846001" data-attributes="member: 467"><p>Tales of the Valiant by Kobold Press. ToV is a 5E compatible game.</p><p></p><p>From the Black Flag SRD:</p><p>LUCK Every PC has a special resource called Luck. You use Luck to influence the result of any check. </p><p>GAINING LUCK W hen you create your character, start with 0 Luck. You gain Luck in the following ways: </p><p>• Once per turn, when you fail to hit with an attack roll or fail a save, gain 1 Luck.</p><p> • The GM can award 1 Luck as a reward for a clever idea, excellent roleplaying, or pursuing an interesting— rather than optimal—choice. </p><p>• The GM can award any amount of Luck to one or more PCs for surviving difficult encounters or achieving story goals (in addition to XP or other rewards). Playing the Game</p><p>LOSING LUCK You can have a maximum of 5 Luck at one time. If you already have 5 Luck and gain more, you must immediately roll a d4 and reset your Luck total to the number rolled. </p><p>SPENDING LUCK You spend Luck to add a 1-for-1 bonus to any check you make. For example, if you have 4 Luck, and roll a 13 on the die, you can spend 2 Luck to make your result a 15 (leaving you with 2 Luck for later).</p><p> Alternatively, immediately after you make a check (attack, ability check, or save), you can spend 3 Luck to reroll a d20 used for the check. Luck can’t stop a critical miss on a 1 or create a critical hit by adding up to 20. Note that Luck gained from a failed attack or save can’t be used to enhance the same roll that generated the Luck—you only accrue Luck after you officially fail the roll!</p></blockquote><p></p>
[QUOTE="Reynard, post: 9846001, member: 467"] Tales of the Valiant by Kobold Press. ToV is a 5E compatible game. From the Black Flag SRD: LUCK Every PC has a special resource called Luck. You use Luck to influence the result of any check. GAINING LUCK W hen you create your character, start with 0 Luck. You gain Luck in the following ways: • Once per turn, when you fail to hit with an attack roll or fail a save, gain 1 Luck. • The GM can award 1 Luck as a reward for a clever idea, excellent roleplaying, or pursuing an interesting— rather than optimal—choice. • The GM can award any amount of Luck to one or more PCs for surviving difficult encounters or achieving story goals (in addition to XP or other rewards). Playing the Game LOSING LUCK You can have a maximum of 5 Luck at one time. If you already have 5 Luck and gain more, you must immediately roll a d4 and reset your Luck total to the number rolled. SPENDING LUCK You spend Luck to add a 1-for-1 bonus to any check you make. For example, if you have 4 Luck, and roll a 13 on the die, you can spend 2 Luck to make your result a 15 (leaving you with 2 Luck for later). Alternatively, immediately after you make a check (attack, ability check, or save), you can spend 3 Luck to reroll a d20 used for the check. Luck can’t stop a critical miss on a 1 or create a critical hit by adding up to 20. Note that Luck gained from a failed attack or save can’t be used to enhance the same roll that generated the Luck—you only accrue Luck after you officially fail the roll! [/QUOTE]
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