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Lucky Characters
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<blockquote data-quote="CapnZapp" data-source="post: 4606437" data-attributes="member: 12731"><p>This is just my personal thought:</p><p></p><p>In order for a "lucky" trait (feat/ability/etc) to be worthwhile, it can't just add a point or two to a roll. While balanced, that still means you rely on the player's luck - if you roll a 2 on that critical roll, no (reasonable) bonus can help you.</p><p></p><p>Instead, I'd work backwards, beginning with making an effect that truly deserves the epithet "lucky", then assigning a cost to that.</p><p></p><p>First though, an observation: as this is about being lucky and not "god-powerful" I decided the power is about escaping evil fates rather than mundanely assuring you get in your Daily. I guess I think this limitation makes for a more interesting feature, that's all. Besides, evading an enemy's Daily is much less of an obvious power-up than turning your own Daily into a guaranteed hit.</p><p></p><p><strong>Lucky: Once a day</strong>, when you are about to be attacked, when you are about to make a saving throw, when you are about to make a skill check to avoid a disadvantage (plunging to your death when crossing an icy bridge, for example) or simply when the DM is making a (hidden) roll to determine some (semi-)random outcome; <strong>you may declare yourself "Lucky"</strong>, turning that roll into an automatic success or failure (depending on what constitutes "luck" for you, as interpreted by the DM). This power cannot change a die roll already made. <em>This means you can only learn this ability if you get the DM's approval; as it assumes a certain level of understanding that the DM gives fair warning whenever he or she is about to make a critical roll.</em></p><p></p><p>Now then, what would be a balanced cost of such a beast...? (I'm not adverse to having a non-standard cost here, btw, such as "two feats and your best Daily" just to make up an example on the spot. This particular example would mean non-humans can't take this until 2nd level)</p><p></p><p>My main point is: if you make "lucky" balanced with ordinary feats or powers, then you can't assure real luck. Which makes it useless for story purposes, which is the kind of purpose anything like this ought to be good for! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4606437, member: 12731"] This is just my personal thought: In order for a "lucky" trait (feat/ability/etc) to be worthwhile, it can't just add a point or two to a roll. While balanced, that still means you rely on the player's luck - if you roll a 2 on that critical roll, no (reasonable) bonus can help you. Instead, I'd work backwards, beginning with making an effect that truly deserves the epithet "lucky", then assigning a cost to that. First though, an observation: as this is about being lucky and not "god-powerful" I decided the power is about escaping evil fates rather than mundanely assuring you get in your Daily. I guess I think this limitation makes for a more interesting feature, that's all. Besides, evading an enemy's Daily is much less of an obvious power-up than turning your own Daily into a guaranteed hit. [B]Lucky: Once a day[/B], when you are about to be attacked, when you are about to make a saving throw, when you are about to make a skill check to avoid a disadvantage (plunging to your death when crossing an icy bridge, for example) or simply when the DM is making a (hidden) roll to determine some (semi-)random outcome; [B]you may declare yourself "Lucky"[/B], turning that roll into an automatic success or failure (depending on what constitutes "luck" for you, as interpreted by the DM). This power cannot change a die roll already made. [I]This means you can only learn this ability if you get the DM's approval; as it assumes a certain level of understanding that the DM gives fair warning whenever he or she is about to make a critical roll.[/I] Now then, what would be a balanced cost of such a beast...? (I'm not adverse to having a non-standard cost here, btw, such as "two feats and your best Daily" just to make up an example on the spot. This particular example would mean non-humans can't take this until 2nd level) My main point is: if you make "lucky" balanced with ordinary feats or powers, then you can't assure real luck. Which makes it useless for story purposes, which is the kind of purpose anything like this ought to be good for! :-) [/QUOTE]
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