I don't know about this. As pointed out, balance is a issue.
But what if the main class feature worked something like this:
When you make an attack, Save, or Ability Check, if you fail (fail period, fail by 5 or more, on a nat 1, whatever works in playtest) you gain a luck point (ie you get a re-roll) you can use on any other check. You cannot gain a luck point if the roll was made using a luck point.
In practice, a player would want to make lots of rolls in order to "bank up" luck points (probably need some cap per day). This is great for melee/ranged who make a lot of rolls, but not so good for a spellcaster with lots of non-spell attack spells.
I could see something like that. Other class features gained would be things like the portent ability of Diviners and perhaps a roll negation effect.
But what if the main class feature worked something like this:
When you make an attack, Save, or Ability Check, if you fail (fail period, fail by 5 or more, on a nat 1, whatever works in playtest) you gain a luck point (ie you get a re-roll) you can use on any other check. You cannot gain a luck point if the roll was made using a luck point.
In practice, a player would want to make lots of rolls in order to "bank up" luck points (probably need some cap per day). This is great for melee/ranged who make a lot of rolls, but not so good for a spellcaster with lots of non-spell attack spells.
I could see something like that. Other class features gained would be things like the portent ability of Diviners and perhaps a roll negation effect.