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General Tabletop Discussion
*Dungeons & Dragons
Does (or should) the halfling “lucky” ability apply when the DM is making the roll?
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<blockquote data-quote="Hriston" data-source="post: 7499936" data-attributes="member: 6787503"><p>Thanks for your analysis and suggestion. What you suggest is actually very similar to how the DMG suggests handling a failed navigation check. It says the party travels in the wrong direction and gets lost, but the only real penalty is to spend 1d6 hours trying to get back on course after which the navigator can try the check again. To me, this is very unsatisfying because the fiction about the party going the wrong way is almost nonexistent. They basically walk around in circles for a period of time before finally getting on to their destination, which doesn't make for much of an addition to the story and could get quite repetitive if making many navigation checks, as I propose to. I'm not saying it's bad design. It just doesn't work for my purpose.</p><p></p><p>What I feel my proposed method adds to my game, and that my example probably didn't adequately illustrate, is the party doesn't just waste time. They can get lost by going somewhere on the map they didn't intend to go. For this to happen, they can't know about it right away or they would always course-correct, thus the need for a passive check.</p><p></p><p>The other thing I think a passive check would add to my game is to cut down on repetitive "pixelbitching" resulting from rolling a navigation check every time a new hex is entered.</p></blockquote><p></p>
[QUOTE="Hriston, post: 7499936, member: 6787503"] Thanks for your analysis and suggestion. What you suggest is actually very similar to how the DMG suggests handling a failed navigation check. It says the party travels in the wrong direction and gets lost, but the only real penalty is to spend 1d6 hours trying to get back on course after which the navigator can try the check again. To me, this is very unsatisfying because the fiction about the party going the wrong way is almost nonexistent. They basically walk around in circles for a period of time before finally getting on to their destination, which doesn't make for much of an addition to the story and could get quite repetitive if making many navigation checks, as I propose to. I'm not saying it's bad design. It just doesn't work for my purpose. What I feel my proposed method adds to my game, and that my example probably didn't adequately illustrate, is the party doesn't just waste time. They can get lost by going somewhere on the map they didn't intend to go. For this to happen, they can't know about it right away or they would always course-correct, thus the need for a passive check. The other thing I think a passive check would add to my game is to cut down on repetitive "pixelbitching" resulting from rolling a navigation check every time a new hex is entered. [/QUOTE]
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Community
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Does (or should) the halfling “lucky” ability apply when the DM is making the roll?
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