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General Tabletop Discussion
*Pathfinder & Starfinder
Feat that grants reroll 1/day
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<blockquote data-quote="rkanodia" data-source="post: 1726416" data-attributes="member: 11681"><p>You could houserule Great Fortitude, Iron Will, and Lightning Reflex to be:</p><p></p><p>"Once per day, when you fail a saving throw of this type, you may immediately reroll. You must take the result of the second throw, even if it is worse than the first one."</p><p></p><p>While most reroll feats require you to declare whether you are using them before the DM tells you about success or failure, I personally see that as rather metagamey, and I think the increased benefit of these feats (no chance to waste the reroll when you would have succeeded anyway) is counterbalanced by their rather limited scope.</p><p></p><p>As for whether or not they are worse, I guess that depends on how many times your players have to save on a typical day. If it's only once, then these feats will be considerably stronger, unless the DC is such that the PC can only pass on a 1, but not lower than that (meaning that the standard +2 boost makes him succeed on a 3). If it's a large number, then these feats will be considerably weaker. I think that in a typical game, the difference will be largely thematic; the re-roll versions will make the hero or villain have a 'buffer' to wear down before he is really exposed, while the standard versions make him just a little bit stronger overall.</p></blockquote><p></p>
[QUOTE="rkanodia, post: 1726416, member: 11681"] You could houserule Great Fortitude, Iron Will, and Lightning Reflex to be: "Once per day, when you fail a saving throw of this type, you may immediately reroll. You must take the result of the second throw, even if it is worse than the first one." While most reroll feats require you to declare whether you are using them before the DM tells you about success or failure, I personally see that as rather metagamey, and I think the increased benefit of these feats (no chance to waste the reroll when you would have succeeded anyway) is counterbalanced by their rather limited scope. As for whether or not they are worse, I guess that depends on how many times your players have to save on a typical day. If it's only once, then these feats will be considerably stronger, unless the DC is such that the PC can only pass on a 1, but not lower than that (meaning that the standard +2 boost makes him succeed on a 3). If it's a large number, then these feats will be considerably weaker. I think that in a typical game, the difference will be largely thematic; the re-roll versions will make the hero or villain have a 'buffer' to wear down before he is really exposed, while the standard versions make him just a little bit stronger overall. [/QUOTE]
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Feat that grants reroll 1/day
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