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General Tabletop Discussion
*Dungeons & Dragons
What makes the Lucky feat so good?
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<blockquote data-quote="Li Shenron" data-source="post: 7433294" data-attributes="member: 1465"><p>There is no such thing as "superadvantage". It only means that (a) if you had disadvantage and rolled two failures, spending a Lucky point gives effectively you an extra chance, and (b) if you had disadvantage and rolled a failure and a success, spending a Lucky point gives you an automatic success. In both cases, you still technically have disadvantage, in case it matters (probably it rarely matters... but you may be unable to use some special abilities while disadvantaged, even if the actual roll is successful).</p><p></p><p>The oddity of the RAW is that it makes the case (b) more convenient for the purpose of using Lucky than the case when you have advantage but rolled two failures (in which case, Lucky gives you an extra chance, not an automatic success). But what should be better? The individual dice could be abstract artefacts but could also represent something. In the latter case, should someone rolling a failure and a success while disadvantaged be represented as better or worse than someone rolling two failures while advantaged? I think either way can make sense.</p><p></p><p>That said, Crawford admitted at some point that this particular oddity in the RAW of the Lucky feat was a design mistake. But they are not willing to correct design mistakes in 5e, they would rather defend the RAW, and that's why Sage Advice confirmed this interpretation.</p><p></p><p>---</p><p></p><p>But the main point is that even if you rule it more sensibly, and possibly including a ruling that goes as far as simply forbidding using Lucky while disadvantaged, the feat is indeed VERY GOOD for at least 3 reasons:</p><p></p><p>- you can decide to use it <em>after</em> you see the normal dice result*</p><p>- it can be applied to almost every d20 roll in the game</p><p>- 3 times per day is a lot</p><p></p><p>Compare it for instance with the Fighter's Indomitable class feature, which works 1/day (it takes 2.5 levels worth of features only to be used 3/day) and is limited to saving throws.</p><p></p><p>Personally I think the feat would be worth even with 1 use per day + the favorable Sage Advice ruling, or 2 uses per day but with a more sensible ruling in case of disadvantage.</p><p></p><p>*the only redeeming feature of the feat is that on the other hand you have to decide <em>before</em> the outcome is determined, so the DM <em>must not</em> tell you whether your roll(s) was a failure. Once you're told that, you can't use Lucky anymore. Naturally, in some cases you can figure out easily if it's convenient (i.e. when each dice rolled is either very low or very high), but when your roll(s) were average you have the risk of wasting the Lucky points for nothing, or alternatively you decide not to use them only to find out that you should have.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7433294, member: 1465"] There is no such thing as "superadvantage". It only means that (a) if you had disadvantage and rolled two failures, spending a Lucky point gives effectively you an extra chance, and (b) if you had disadvantage and rolled a failure and a success, spending a Lucky point gives you an automatic success. In both cases, you still technically have disadvantage, in case it matters (probably it rarely matters... but you may be unable to use some special abilities while disadvantaged, even if the actual roll is successful). The oddity of the RAW is that it makes the case (b) more convenient for the purpose of using Lucky than the case when you have advantage but rolled two failures (in which case, Lucky gives you an extra chance, not an automatic success). But what should be better? The individual dice could be abstract artefacts but could also represent something. In the latter case, should someone rolling a failure and a success while disadvantaged be represented as better or worse than someone rolling two failures while advantaged? I think either way can make sense. That said, Crawford admitted at some point that this particular oddity in the RAW of the Lucky feat was a design mistake. But they are not willing to correct design mistakes in 5e, they would rather defend the RAW, and that's why Sage Advice confirmed this interpretation. --- But the main point is that even if you rule it more sensibly, and possibly including a ruling that goes as far as simply forbidding using Lucky while disadvantaged, the feat is indeed VERY GOOD for at least 3 reasons: - you can decide to use it [I]after[/I] you see the normal dice result* - it can be applied to almost every d20 roll in the game - 3 times per day is a lot Compare it for instance with the Fighter's Indomitable class feature, which works 1/day (it takes 2.5 levels worth of features only to be used 3/day) and is limited to saving throws. Personally I think the feat would be worth even with 1 use per day + the favorable Sage Advice ruling, or 2 uses per day but with a more sensible ruling in case of disadvantage. *the only redeeming feature of the feat is that on the other hand you have to decide [I]before[/I] the outcome is determined, so the DM [I]must not[/I] tell you whether your roll(s) was a failure. Once you're told that, you can't use Lucky anymore. Naturally, in some cases you can figure out easily if it's convenient (i.e. when each dice rolled is either very low or very high), but when your roll(s) were average you have the risk of wasting the Lucky points for nothing, or alternatively you decide not to use them only to find out that you should have. [/QUOTE]
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What makes the Lucky feat so good?
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