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Luck Chits
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<blockquote data-quote="JohnOSpencer" data-source="post: 3205600" data-attributes="member: 12392"><p>I've adapted these from rules made for Hero Games by RDU Neil on the Hero Games Boards. I've used them in Champions, Star Wars, and Marvel Superheroes(TSR old version). I haven't played or GMed D&D for some time and i'm looking for comments and ideas on these.</p><p></p><p>House Rules: Luck Chits</p><p></p><p>At the beginning of each session the Players draw randomly one Luck Chit from the bag.</p><p>You may also gain extra for exceptionally heroic actions. </p><p></p><p>At the End of each session Players may save any unspent Luck Chits. </p><p></p><p>White Luck Chits [1W = 1W] (30 in bag): </p><p>Do-Over: Re-roll of any one roll you control, before success or failure is determined. </p><p>Quick Defense: Double your non-armor/deflection bonuses to AC for this round. </p><p>Quick Reflexes: You take a free action when it is not your action.</p><p>Second Wind: Immediately recover Hit Points equal to your level + Con bonus (or 5 which ever is higher). Or if your character is at –1 to –9 Hit Points, you stabilize at 0.</p><p>Just Grazed Me: You take half damage from one attack.</p><p>Lucky: You get +1 to all rolls for the duration of this combat.</p><p>Impressive Spell: One spell you cast this round manifests at +1 caster level.</p><p>It’s Not as Bad as it Looks: Ignore all additional effects from a single attack (i.e. Knockdown, poison, etc). You still take the damage from that attack.</p><p>Impressive Feat: You may use one Feat you do not have, that you meet the requirements for, for 1 round.</p><p></p><p></p><p>Red Luck Chits [1R = 2W] (20 in bag): </p><p>Automatic Success: You may take 10 on any action (even when threatened of distracted) or you may take 20(following the normal rules) on a roll that would not normally allow you to take 20.</p><p>Ashes, Ashes, All Fall Down: All enemies 5 hit dice lower than you will be defeated with one successful attack (that does damage). The party only gains ½ experience for defeating those enemies.</p><p>Bad Footing: One Enemy is –5 to hit and it +5 to be hit for one round.</p><p>Down, but not Out: If your character is unconscious you wake up. Or if your character is at –1 to –9 Hit Points you wake up with Hit Points equal to your level + Con bonus (or 5, whichever is higher).</p><p>I’m OK, Really: Heal back up to 2 points of Ability damage, or neutralize the effects of one poison/disease affecting you. Out of combat only. </p><p>Impressive Spell: One spell you cast this round manifests at +2 caster level. </p><p>Lucky: You get +2 to all rolls for the duration of this combat.</p><p>Not sure what I’ll call it: You may use one class ability with out using a normal daily usage of that ability.</p><p>Metamagic Master: You may cast one spell with any metamagic feat you know with out having prepared it earlier and without it taking a higher spell level.</p><p>Got Ya: You hit with one attack, no roll required. You still need to roll to see if the attack is possibly a critical hit.</p><p>Nyah, Nyah – You Missed Me: Opponent’s attack misses, regardless of roll. Must be used before damage is rolled.</p><p>Impressive Feat: You may use one Feat you do not have, even if you do not meet the requirements for, for 1 round</p><p></p><p></p><p></p><p></p><p>Blue Luck Chits [1B = 1R + 1W = 3W ] (10 in Bag):</p><p>Sudden Opening: All attacks that hit one Opponent this round automatically deal double damage (or +1 to the multiple of damage).</p><p>Brilliant Success: You can take 20 on any skill roll, even if threatened or distracted, even for skills that do not normally allow you to take 20.</p><p>Boo-Yah! : Your attack automatically counts as having rolled a 20 to hit and automatically confirms the critical. </p><p>Impressive Spell: One spell you cast this round manifests at +3 caster level.</p><p>Hustle: You may take move action and then a full round action this round. </p><p>Lucky: You get +3 to all rolls for the duration of this combat.</p><p>Saved! : You automatically make one Save.</p><p>Dramatic Editing: The character can edit the scenery, putting items where they were not originally, within reason. The character can also make his (or another) character or NPC show up at any time. A character can do anything within reason editing wise with this chit, subject to GM approval. </p><p></p><p></p><p>Gold Luck Chit:</p><p>There is only one in the bag, but if drawn, the player can become GM for a scene. They get to create and event or subplot or something along those lines, that fits with their character concept and long-term goals. </p><p></p><p>The Gold Luck Chit is usually just one "scene" or "event" They don't tend to really run the game in terms of controlling NPCs. they just say, "Ok... here's this cool thing that I want to have happen, with this or that character..." They often don't force a certain outcome, they just want to have something that really shows off their character, or allows their character to have a really big impact on the plot. The Gold Chit has no actual combat effect (inherently), and cannot be traded for XP or smaller chits; it must be used as is.</p></blockquote><p></p>
[QUOTE="JohnOSpencer, post: 3205600, member: 12392"] I've adapted these from rules made for Hero Games by RDU Neil on the Hero Games Boards. I've used them in Champions, Star Wars, and Marvel Superheroes(TSR old version). I haven't played or GMed D&D for some time and i'm looking for comments and ideas on these. House Rules: Luck Chits At the beginning of each session the Players draw randomly one Luck Chit from the bag. You may also gain extra for exceptionally heroic actions. At the End of each session Players may save any unspent Luck Chits. White Luck Chits [1W = 1W] (30 in bag): Do-Over: Re-roll of any one roll you control, before success or failure is determined. Quick Defense: Double your non-armor/deflection bonuses to AC for this round. Quick Reflexes: You take a free action when it is not your action. Second Wind: Immediately recover Hit Points equal to your level + Con bonus (or 5 which ever is higher). Or if your character is at –1 to –9 Hit Points, you stabilize at 0. Just Grazed Me: You take half damage from one attack. Lucky: You get +1 to all rolls for the duration of this combat. Impressive Spell: One spell you cast this round manifests at +1 caster level. It’s Not as Bad as it Looks: Ignore all additional effects from a single attack (i.e. Knockdown, poison, etc). You still take the damage from that attack. Impressive Feat: You may use one Feat you do not have, that you meet the requirements for, for 1 round. Red Luck Chits [1R = 2W] (20 in bag): Automatic Success: You may take 10 on any action (even when threatened of distracted) or you may take 20(following the normal rules) on a roll that would not normally allow you to take 20. Ashes, Ashes, All Fall Down: All enemies 5 hit dice lower than you will be defeated with one successful attack (that does damage). The party only gains ½ experience for defeating those enemies. Bad Footing: One Enemy is –5 to hit and it +5 to be hit for one round. Down, but not Out: If your character is unconscious you wake up. Or if your character is at –1 to –9 Hit Points you wake up with Hit Points equal to your level + Con bonus (or 5, whichever is higher). I’m OK, Really: Heal back up to 2 points of Ability damage, or neutralize the effects of one poison/disease affecting you. Out of combat only. Impressive Spell: One spell you cast this round manifests at +2 caster level. Lucky: You get +2 to all rolls for the duration of this combat. Not sure what I’ll call it: You may use one class ability with out using a normal daily usage of that ability. Metamagic Master: You may cast one spell with any metamagic feat you know with out having prepared it earlier and without it taking a higher spell level. Got Ya: You hit with one attack, no roll required. You still need to roll to see if the attack is possibly a critical hit. Nyah, Nyah – You Missed Me: Opponent’s attack misses, regardless of roll. Must be used before damage is rolled. Impressive Feat: You may use one Feat you do not have, even if you do not meet the requirements for, for 1 round Blue Luck Chits [1B = 1R + 1W = 3W ] (10 in Bag): Sudden Opening: All attacks that hit one Opponent this round automatically deal double damage (or +1 to the multiple of damage). Brilliant Success: You can take 20 on any skill roll, even if threatened or distracted, even for skills that do not normally allow you to take 20. Boo-Yah! : Your attack automatically counts as having rolled a 20 to hit and automatically confirms the critical. Impressive Spell: One spell you cast this round manifests at +3 caster level. Hustle: You may take move action and then a full round action this round. Lucky: You get +3 to all rolls for the duration of this combat. Saved! : You automatically make one Save. Dramatic Editing: The character can edit the scenery, putting items where they were not originally, within reason. The character can also make his (or another) character or NPC show up at any time. A character can do anything within reason editing wise with this chit, subject to GM approval. Gold Luck Chit: There is only one in the bag, but if drawn, the player can become GM for a scene. They get to create and event or subplot or something along those lines, that fits with their character concept and long-term goals. The Gold Luck Chit is usually just one "scene" or "event" They don't tend to really run the game in terms of controlling NPCs. they just say, "Ok... here's this cool thing that I want to have happen, with this or that character..." They often don't force a certain outcome, they just want to have something that really shows off their character, or allows their character to have a really big impact on the plot. The Gold Chit has no actual combat effect (inherently), and cannot be traded for XP or smaller chits; it must be used as is. [/QUOTE]
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