Do you use a luck mechanic?


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Our 3.5 group uses Hero Points which are nice. As players, we normally save them for decisive or for saving our butts from death.

I think the DM uses his own system for how they are spent. But it might be cribbed from another poster. It doesn't look like anything published by Wizards.
 


Spend one luck point, reroll and attack or skill check. Spend two, reroll a saving throw.

You get luck points based on class and it's a random roll per level which are cumulative.

Numerous feats augment them.

There's also an optional luck stat that can provide a bonus to luck per level, like a Con bonus to hit points.

M'eh.
 

JoeGKushner said:
Spend one luck point, reroll and attack or skill check. Spend two, reroll a saving throw.

You get luck points based on class and it's a random roll per level which are cumulative.

Numerous feats augment them.

There's also an optional luck stat that can provide a bonus to luck per level, like a Con bonus to hit points.

M'eh.

I'll stick with action points. Not that that's a bad mechanic, but I like action points just fine.

Kane
 

Action points in our Eberron game ONLY.

Straight D&D is straight D&D, and will always stay that way! :D
(At least until I decide to change something..... :]
 

I use Fate Points. They are generally more powerful than Action Points, but I only reward them on special occassions, and never more than one or two per character level. Last session, two of my players used Fate Points to boost their saves against instant-death spells. The catch is that only one Fate Point may be used per day, so it's not always a guaranteed success.

I also allow players to burn a Fate Point to reroll hit points on level up, but they must take the second roll.
 

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