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Rare item selection for Avenger (Censure of Unity)
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<blockquote data-quote="Joshua Randall" data-source="post: 6862994" data-attributes="member: 7737"><p>To clarify what MwaO is saying, the Dice of Auspicious Fortune as originally written let you use the stored d20 rolls on any d20 roll. For skill checks, a PC with a high skill modifier could often succeed at a skill check with a very low roll (like, a 5 or 4) -- thus getting that bad roll out of the Dice and saving the good rolls for something else.</p><p></p><p>You could also, by the rules as written originally, use the stored d20 rolls on stuff you didn't really care about. It usually doesn't hurt you too badly to use a low roll on Initiative (depending upon your character, of course), or to blow a low roll on part of a group skill challenge once you know the group as a whole is going to succeed, or to fail a saving throw you don't really care about, etc.</p><p></p><p>It was simply too easy to discard the low stored rolls in the Dice.</p><p></p><p>= = =</p><p></p><p>Contrast the wording of a similar power from the <strong>Seer</strong> Theme (Dragon # 399):</p><p></p><p>Like the original Dice, you can use the Cast Fortune rolls on (almost) any d20 roll, but you're forced to use them in order and the DM is explicitly allowed to say no if you try to burn one on a trivial check. </p><p></p><p>If you want to play with the Dice as originally worded, and let them work on any d20 roll, I'd back-port the Cast Fortune rules regarding mandatory order and non-triviality.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 6862994, member: 7737"] To clarify what MwaO is saying, the Dice of Auspicious Fortune as originally written let you use the stored d20 rolls on any d20 roll. For skill checks, a PC with a high skill modifier could often succeed at a skill check with a very low roll (like, a 5 or 4) -- thus getting that bad roll out of the Dice and saving the good rolls for something else. You could also, by the rules as written originally, use the stored d20 rolls on stuff you didn't really care about. It usually doesn't hurt you too badly to use a low roll on Initiative (depending upon your character, of course), or to blow a low roll on part of a group skill challenge once you know the group as a whole is going to succeed, or to fail a saving throw you don't really care about, etc. It was simply too easy to discard the low stored rolls in the Dice. = = = Contrast the wording of a similar power from the [B]Seer[/B] Theme (Dragon # 399): Like the original Dice, you can use the Cast Fortune rolls on (almost) any d20 roll, but you're forced to use them in order and the DM is explicitly allowed to say no if you try to burn one on a trivial check. If you want to play with the Dice as originally worded, and let them work on any d20 roll, I'd back-port the Cast Fortune rules regarding mandatory order and non-triviality. [/QUOTE]
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