How is you Tales of the Valiant game going?

Yeah, luck is a game changer. It was so fast to put it in all of my 5e games and it took a big load off of me to worry about it.

I haven't yet found a good way of communicating to people that they should use points to boost a roll by one or two. I just say something snarky like "do you want to add two luck points to that?" and they say "I don't know, should I?" and I say "Maybe you should!" and they say "Ok! I will!" and then I say "YOU HIT!"

I wonder if there's actual intended rules for this. I should go find out.

Anyway, I've used them so much in my 2014 D&D games, 2024 D&D games, A5e games, and TOV that I forgot what system they actually came from =)

You know what would be really cool? Really awesome-looking metal luck tokens for the players to easily keep track of!

Oh well, too bad those don’t exist … currently …. :P
 

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I haven't yet found a good way of communicating to people that they should use points to boost a roll by one or two. I just say something snarky like "do you want to add two luck points to that?" and they say "I don't know, should I?" and I say "Maybe you should!" and they say "Ok! I will!" and then I say "YOU HIT!"
Wouldn't be easier to say "You can hit if you pay two luck points". I don't like those sorts of guessing games. For example, I treat traditional inspiration as a re-roll (if I think to give it out).
 


Can someone explain this luck mechanic, ta
Away from books, but basically, if you fail an attack roll or saving throw (I think it's just those two), you can earn 1 luck (max 1/turn). You can add luck on a 1 for 1 basis to attacks or saving throws after the die is rolled but before the results are known or you can spend 3 luck to just re-roll the die. If you have over 5 luck, however (which has never happened to me) you roll a die at the start of your turn and lose that much luck (I think it's a d6?) to keep people from hoarding it.

It makes missing hurt a little less, and I've seen a lot of instances where someone fails a roll on their turn, and then on their next roll they're like "wait! I have Luck!".
 



Session 29 is tomorrow for our old school Temple of Elemental Evil campaign. It's been a lot of fun going back to Greyhawk, Hommlet, Nulb, Verbobonc ... old-school adventures using brand-new rules was part of how I presented it to the players and it has worked out really well. With up to 8 players we are pushing a lot of boundaries but I wouldn't call anything broken yet. My players really like the classes and magic and downtime and yes, as noted, luck is a great improvement. As the DM the new monsters are great and really enhance one of original 5E's weaker points.

It took some getting used to having a mechanist in the party as he auto-detects (or darn near auto-detects) a lot so it removes some of the fog around traps, secret doors, and magic items but we are working it out. He's not a combat monster, more of an efficiency boost for the party in and out of a fight so it's an interestingly different kind of character.

Our Bard is reminiscent of a 4E Warlord and everyone was very pleased the first time we realized it and said it out loud.

As for how to let players know to use it after the first round of combat I just tell them what the AC or DC is - they're 6th level working on 7th so I don't think it needs to be a mystery. I'm pretty open about the mechanics of a given situation or opponent as it makes the game flow faster and it encourages them to use the mechanical options they have.

So a definite home run for my group and we are looking forward to more.
 


It’s fantastic. Current campaign has been going on for almost 5 months. PCs just made level 3. It’s set in Zobeck. Mostly straight ToV, but I always liked and used inspiration, so I’m keeping it. I also home-brewed a really good true Alchemist Class for a PC.
Zobeck was amazing. I found a map to upload to VTT and I could zoom in fairly close to street level for the tokens, so they had the whole city to roam around. It made me wish you could buy VTT products that were entire pre-made cities with all the locations already linked and clickable.
 

Yeah, luck is a game changer. It was so fast to put it in all of my 5e games and it took a big load off of me to worry about it.

I haven't yet found a good way of communicating to people that they should use points to boost a roll by one or two. I just say something snarky like "do you want to add two luck points to that?" and they say "I don't know, should I?" and I say "Maybe you should!" and they say "Ok! I will!" and then I say "YOU HIT!"

I wonder if there's actual intended rules for this. I should go find out.

Anyway, I've used them so much in my 2014 D&D games, 2024 D&D games, A5e games, and TOV that I forgot what system they actually came from =)
Ha ha ha, yeah, if you find out how to do it officially let us know in one of your vids :P.

For us, if the players have figured out the AC of a critter we can usually go "oh! I have enough luck for that!", but more often the GM just flat out says "how much luck do you have? OK, you can turn that into a hit if you add X luck points" and off we go. Works great for us. The other scenario that happens often is "I'll use 3 luck for a re-roll!" and the GM says "if you spend X instead of 3 for a reroll you get an automatic hit!".

It's also how I do luck when I GM. Seems the best way. Players love when they can use their luck points :)
 

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