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Community
General Tabletop Discussion
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What makes the Lucky feat so good?
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<blockquote data-quote="The Crimson Binome" data-source="post: 7433616" data-attributes="member: 6775031"><p>It's logically important for the purpose of determining relative value. </p><p></p><p>Due to poor design in the underlying system math, there's no way for us to estimate the value of re-rolling a save. You could roll a 3, use a luck point, roll a 20, and still fail. That's even assuming that saving throws were predictable enough that you would know to save your luck points for them (your luck points are wasted if you wait to fail saves, but then don't fail any all day), or frequent enough that a stat bonus alone would have a statistical impact. None of those factors are known, though, or even reasonably approximable.</p><p></p><p>Attack rolls are reasonably predictable. You make enough of them in a day that a stat bonus should matter every day, and your base success rate is consistent enough that we can approximate the value of a re-roll. As long as you follow certain other guidelines, you can also be reasonably certain that you will fail three of them in a day. Increased accuracy with attack rolls is also the main benefit of increasing your primary stat, which is the main alternative to taking the Lucky feat at level 4.</p><p></p><p>By establishing that Lucky is comparable to a stat increase in the least-favorable-case scenario (a day with <em>only</em> standard attack rolls, where the stat bonus <em>should</em> come out ahead), it strongly implies that Lucky is <em>better</em> than a stat boost in a normal-case scenario. In any day where you fail a check <em>more</em> important than an attack roll, the feat should come out even <em>further</em> ahead, in proportion to how important that check is. We don't know how <em>much</em> further ahead, because of the aforementioned issues with unpredictability, but we can infer that it's significant.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7433616, member: 6775031"] It's logically important for the purpose of determining relative value. Due to poor design in the underlying system math, there's no way for us to estimate the value of re-rolling a save. You could roll a 3, use a luck point, roll a 20, and still fail. That's even assuming that saving throws were predictable enough that you would know to save your luck points for them (your luck points are wasted if you wait to fail saves, but then don't fail any all day), or frequent enough that a stat bonus alone would have a statistical impact. None of those factors are known, though, or even reasonably approximable. Attack rolls are reasonably predictable. You make enough of them in a day that a stat bonus should matter every day, and your base success rate is consistent enough that we can approximate the value of a re-roll. As long as you follow certain other guidelines, you can also be reasonably certain that you will fail three of them in a day. Increased accuracy with attack rolls is also the main benefit of increasing your primary stat, which is the main alternative to taking the Lucky feat at level 4. By establishing that Lucky is comparable to a stat increase in the least-favorable-case scenario (a day with [I]only[/I] standard attack rolls, where the stat bonus [I]should[/I] come out ahead), it strongly implies that Lucky is [I]better[/I] than a stat boost in a normal-case scenario. In any day where you fail a check [I]more[/I] important than an attack roll, the feat should come out even [I]further[/I] ahead, in proportion to how important that check is. We don't know how [I]much[/I] further ahead, because of the aforementioned issues with unpredictability, but we can infer that it's significant. [/QUOTE]
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What makes the Lucky feat so good?
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