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General Tabletop Discussion
*Dungeons & Dragons
Would a "lucky guy" class fit your setting?
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<blockquote data-quote="TwoSix" data-source="post: 6745427" data-attributes="member: 205"><p>I think it sounds quite fun and entertaining. Might not be appropriate for every genre, though, which might be why you get some pushback (the idea of a character who doesn't succeed because of his own innate talents would be strange for a S&S game, for example).</p><p></p><p>Spitballing some ideas (certainly don't include all these in one class! Just ways to mechanically approach the concept):</p><p></p><p>1) The character gets a small pool of luck points (say 3-4) that recharge every short rest. Exactly what those points could be spent on would vary by subclass, but could include </p><p>-advantage to attacks, skills, and saves</p><p>-auto success at attacks, skills, and saves (higher level and/or higher point cost)</p><p>-change a hit to a critical</p><p>-reduce damage when damage is taken</p><p>-auto stabilize at 0 hp</p><p>-add conditions to damaged enemies</p><p></p><p>Variants on luck points: </p><p>-Roll a d20 at the end of a long rest. Anytime you roll that number again on an attack or save, regain a luck point. Stronger variant, roll a d10, anytime your attack or save ends with that number (a 5 on the d10 is a 5 or 15 on the d20), regain a luck point.</p><p>-Luck points for a short rest are set equal to 6 - Wis modifer, because fortune favors the fool! (This is a more out there variant, I know.)</p><p></p><p>2) Increased critical chance. 19-20 or 18-20 is the conservative approach. Maybe 7 and 13 are crits for a traditional superstitious feel. Let the player pick a number (either when the ability is gained or change every long rest) for a more character driven feel.</p><p></p><p>3) Evasion seems a no-brainer. (Smoke clears, and he's standing in the center of the blast unharmed is a great lucky guy visual.)</p><p></p><p>4) Damage bonus with simple weapons and improvised weapons seems appropriate. It's hard to picture this guy with a greatsword.</p><p></p><p>5) Some sort of resource (luck points, or something else) to invoke some sort of causality-twisting. Could be modeled with auto-success on skill checks, depending on how one views the proper narration of skill checks.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6745427, member: 205"] I think it sounds quite fun and entertaining. Might not be appropriate for every genre, though, which might be why you get some pushback (the idea of a character who doesn't succeed because of his own innate talents would be strange for a S&S game, for example). Spitballing some ideas (certainly don't include all these in one class! Just ways to mechanically approach the concept): 1) The character gets a small pool of luck points (say 3-4) that recharge every short rest. Exactly what those points could be spent on would vary by subclass, but could include -advantage to attacks, skills, and saves -auto success at attacks, skills, and saves (higher level and/or higher point cost) -change a hit to a critical -reduce damage when damage is taken -auto stabilize at 0 hp -add conditions to damaged enemies Variants on luck points: -Roll a d20 at the end of a long rest. Anytime you roll that number again on an attack or save, regain a luck point. Stronger variant, roll a d10, anytime your attack or save ends with that number (a 5 on the d10 is a 5 or 15 on the d20), regain a luck point. -Luck points for a short rest are set equal to 6 - Wis modifer, because fortune favors the fool! (This is a more out there variant, I know.) 2) Increased critical chance. 19-20 or 18-20 is the conservative approach. Maybe 7 and 13 are crits for a traditional superstitious feel. Let the player pick a number (either when the ability is gained or change every long rest) for a more character driven feel. 3) Evasion seems a no-brainer. (Smoke clears, and he's standing in the center of the blast unharmed is a great lucky guy visual.) 4) Damage bonus with simple weapons and improvised weapons seems appropriate. It's hard to picture this guy with a greatsword. 5) Some sort of resource (luck points, or something else) to invoke some sort of causality-twisting. Could be modeled with auto-success on skill checks, depending on how one views the proper narration of skill checks. [/QUOTE]
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Would a "lucky guy" class fit your setting?
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