Scene: The big bad is hiding behind a wall of fire while she tried to finish off a big ol' ritual from relative safety. The members of the party with fire resistance charged through and got stuck into a fight with her minions, leaving the squishier members of the party unable to act without taking a lot of damage before they can even see the battle. My lucky halfling rogue, remembering the approximate layout of the room beyond, whispers a prayer to Tymora, and fires his crossbow through the flames - with disadvantage, of course. Lucky turns it into an easy hit, and because the wall is opaque it's a sneak attack, and deals enough damage to break concentration and drop the wall. It's also been used to escape a grapple from an adult dragon, deflect countless crits, and win a LOT of money at cards...
The only time i ever played, and my first nat 1 lost my rapierwhile being restrained , thank the dm he was kind and let me buy daggers after it left my mind in the character build
we were playing the Savage Worlds system, so I had a brinchie (Tabaxi basically) paladin/priest combo who's literally got 9 lives, she's always on the brink of death, almost always got one-shot regardless of how strong she was or how high her toughness/parry was, and still she managed to pull through. now that I've migrated the game over to D&D, i just hope that luck carries on!
Same player I mentioned before. Has a bag of beans, managed to roll for the second time the eggs that when eaten and successful saving throw gain +1 to your lowest stat. Well he stood near his paladin and rolled and rerolled con saves and now +2 is his lowest mod....
Our first combat encounter of my current campaign that started at level 1 went super well. The first monster's first attack crit and knocked me down and unconscious. Then I failed 3 death saves in a row.
I’ve had situations where my player with the lucky feat was crit by a monster. Chose to use lucky to force a reroll and he rolled a crit as well. It was meant to happen
I really think sometimes somethings happened because it had to happen. It's almost like the micro universe we created to our players tries to push it's own logic and historical events.
That would be my fav time to use it....the monster Crits on you and you will die and need a fresh character sheet...oh, wait...I am feeling lucky....let me bust out my dirtiest, nasty dice....Nat 1. The monster bites his own foot off!
Did they try to argue that the creature should have had advantage at hitting their character, which would have allowed them to roll another die which - according to the rules of Lucky - means you can make them choose that roll.
One of the characters I played was 3 ranks of Oathbreaker Paladin and 17 ranks of Divination Wizard and also had the Lucky feat added onto him at one point. My friend's joked about how he had literal plot armor because he got 20 AC super early on and then Portent and Lucky just made it to where a few times a day, he was pretty much just invulnerable to any sort of attack with a hit die 😂
I think the lucky feat being considered overpowered is a reflection of the tendency of players (and DMs) to only want to have one or two encounters a day before taking long rest. If you do the recommended 5-6 encounters a day being able to influence the dice rolls three times isn't as powerful. If you do just one encounter you can often use lucky on every turn. That being said 6 encounters a huge amount and it's debatable whether that is a reasonable recommendation. Sounds like an idea for a video.
This is often overlooked as the basis around some decisions that went into the system by players. These are based on a 5-6 encounter session or between rests. Games that streamline encounters to a couple or a big bad and a small and offer rests often are the ones that would have the largest mishandling and magnifying these abilities beyond how they were intended in opportunity and choice of do or don't use moments. By using this idea, which changes no rules, suddenly the feat is dwarfed in being a headache and has acceptance and fun for all. And the Dungeon Dudes made a great comparison between fighter attacks being a small over all use versus a wizard casting a big save spell.
If you do 5-6 encounters that are as challenging as those 1-2, then all your players have to play uber-optimized munchkins anyway and Lucky is mandatory for those. I mean, okay, one player "only" escapes a crit 3 times. Which 3 times not straight up dying.
@@paranidherc That is true but the 5-6 is not suppose to be as challenging and I think that is where the system changes. 5-6 is a resource tax system as intended of a couple mediocre battles and and a tough one or two so choices on when matters, for example Hit Dice aren't used nearly as much as they were intended in games it seems and they were designed to offset a need for rests while maintaining a loss(consumption) of abilities and that just is not found in most games. This was designed to add logistics of character use into the game and it hasn't really caught on. A lot of all or nothing play has developed and that holds DMs hostage more than players are learning to change their play style. Due to today's trend of not wanting over combat random encounters, many have rid the 5-6 encounter approach for 1-2 meaningful battles and some good story progression. You have to offset this with traps or other non combat encounters possibly otherwise you are correct. The 1-2 battle tough games though are not how this system was designed and therefore changes the mechanics on how they work drastically. There are a lot small things in 5e that if you do 1-2 challenges, enhance features due to resting beyond powerful. Kind of amazing how such a small oversight does that and DMs have to adapt and accept. I think 5-6 and a rest is geared more towards original dungeon crawling of old so you can do 5-6 rooms before resting because old systems were always battle room, rest, battle room, rest and it brought out the CRAWL in dungeon crawl.
Yet whoever has Lucky will now be itching to have the whole party sleep 8 hours ASAP to get their very powerful luck points back. Some situations could have things unravelling with such urgency that you can go two sessions without a chance for a long rest, which has caused Lucky to go from amazing to non-existent. This, I don't find very satisfying... the player with Lucky is another pressure to "well... when is my next 8h rest?" and they're going to feel betrayed if the session doesn't go as they expected and they blew their luck points too soon. They end up teaming up with casters like Wizard who want their long rest, yet they're in opposition with the likes of Fighter and Warlock that may only need a short rest.
6 encounters doesn't mean it nerfs the ability. MEANINGFUL encounters would do so. If 2 other encounters are pleb monsters or some bandits that attack, the party is going to have no problem dealing with the threat. No, you use luck when MEANINGFUL moments that require you to hit a crucial attack on a powerful opponent, or saving agaisnt a spell that would of wiped you out. That is when lucky is good no matter how you try to talk your way out of it.
A halfling divine soul sorcerer with the lucky feat and bountiful luck would be really fun to play, and the halfling pantheon would make the character flavorul too.
Daniel Dosso It would also be cool, the amount of dice manipulation and rerolls would be pretty awsome to play (and a nightmare for the dm probably). I was just thinking about the backstory of it, with halfling luck ability coming from the halfling's primary goddess yondella. The divine soul archetype is a cool way to imply that the character has a deeper connection to her than other halflings and the feats would be a cool way to represent the luck ability growing in power alongside all of the sorcerer/cleric spells from divine soul.
@@danieldosso2455 take hermit to blend with divination magic you know the future and apply your magic to spin fate over a length of time to keep averting disaster in a butterfly effect kind of way could make it really cool. Just this unassuming halfing in the back engineering the downfall of the bbeg from the 1st session before the villain even knows he exists.
I'd home rule the super advantage. first they roll at disadvantage/advantage, then choose one of the two die rolls to use their luck on. after the third roll they can chose between their chosen die and their lucky die and the have to use the new lowest(disadvantage)/highest(advantage). e.g. Player rolls at disadvantage die roll 1: 18 die rol 2: 2 player chooses 'die roll 2' to use lucky on lucky die roll: 12 player compares 'die roll 2' (2) to 'lucky die roll' (12) and choses 'lucky die roll' the new disadvantage rolls are 18 vs 12 and so they have to use the 12 this way the player is still at disadvantage but also still feels lucky
I guarantee this was the wording for a roll, stuck in the book as is and then never thought of a Adv/DisAdv application. Someone missed a big one and this is exactly how Jeremy C. would intend it. But the section would need rewording, paragraph layout for print and size then is altered etc, and also why Jeremy C. stated this is a problematic issue they know of but aren't changing it by word of mouth. Literally how he feels. Still powerful but exactly how I would rule it as well is how you state it. You are adding a (lucky optioned roll and choosing) but still following Adv/DisAdv rules. Upping the probability of low or high but still following the rule of the situation and must take of the lowest or highest.
That 5% chance for reroll is great. I'm making a halfling fighter/champion. I'm considering the archery fighting style (+2 to hit rolls) though all fighting styles would work well. 3rd level crits on rolls of 19/20 (10%) And rerolls on 1's (5%) I'll take the lucky feat at 4th level, I'll use it on roll between 2-8. Because my hit is already +7 so I'm going to land most shots. It's probably not the most optimal build but it sounds like fun to play, and I don't have 1 million things to keep track of.
I was DMing an underdark campaing for a couple of friends. The five were facing the final boss, a Mind Flayer, and his duergar minions. Three of them were already dead by turn 6 of combat, but they two remaining ones finally killed the Illithid with a combo of spells, fire breathing potions and axe strikes. They found two revivify scrolls and I allowed the druid try bringing his comrades back to life. He laid the first scroll opened across the three dead bodies and I asked him for an Arcana check: 17! The female human gunslinger was back. He did the same ritual again over the two other corpses and I told him he needed a "miracle" to ressurect both of the still dead adventurers. The silence in the room was deep and heavy, everyone was really tensed up.... Natural fucking 20!!! Every single one of them bursted into cheers. The female aasimar sorcerer was brought back to life as well as the drow rogue. The female zombie paladin (the gunslinger's 15 year-old cousin) was praying during the whole scene. It was really awesome and lucky as hell.
The two man group made up of a tiefling monk and a dragon wyrmling try to raid this orc castle. The shadow monk says he's going to sneak up on as many guards as he can to kill them before any fighting breaks loose. First guy. 19 stealth. 20 for attack. Dead. Second guy, 15 stealth, max damage for attack. Dead. Third guy. 16 stealth, 20 attack roll. Dead. "The last one is on top of the tower. You need an acrobatics and stealth roll to get there." "Sure." 20 acrobatics. 16 stealth. 20 attack roll. I was speechless. "...There are no more orcs outside." This was out very first campaing. Second session, ever.
Ah yes the Gateway Power Gamer Feat LOL, but seriously some DMs get bent all out of shape by this feat, but I've never had with lucky as long as it fits the character, what I don't like is when somebody makes the "edgelord" character who's parents were murdered and have an ancient curse that plagues their steps, etic and then takes lucky at level 4 because it's a strong feat. Dude, you AREN'T lucky.
Adventuring Companion: Dude, how do you always get so lucky? Lucky Feat/Tragic Backstory Guy: You would not believe how much karma I've banked. Tons. The universe freakin' owes me, and it knows it.
If the tragic character background is bad thing happen around them, the second use of Lucky fits them to a T. They cause misfortune around them, but are never directly hit by it.
As someone else pointed out, isn't he? I mean he managed to live through all of that...his life is crap, but he still has a life when everyone else around him is dust in their graves. Basically this is John Constantine's backstory.
Oh man. The bit at the end about players hemming and hawing...Haven't seen that with luck yet, but I've had a spell caster do that with both spell slots and sorcery points. Very ironic when a player accidentally squanders their most powerful abilities/resources simply by saving them indefinitely! I'm hoping to play a Luck character in the future, and I think I really will go for that boldness. A real Ride or Die character!!
Man, I wish I could play a campaign with you guys, you're seasoned and knowledgeable but clearly love to approach the game in novel and fun ways. These videos are a huge boon. Thank you guys and keep it up. I think seeing a stream or edited recording of your campaigns would be super fun, just a thought. ;) Happy games upon your dojos.
Turning disadvantage into super advantage is the dumbest, most obviously broken thing I think I've heard in 5e. DM: roll to attack Player: I would like to close my eyes while I make this attack to give myself the blinded condition so I attack with disadvantage DM: ... okay ... sure ... Player: *rolling 3 dice* Nat 20! good thing I closed my eyes and am so damn lucky! or Player: okay, I really can't mess up this stealth check, time to pull out my secret weapon: Full Plate Armor
John Gardner I feel they got this 'wrong' and caused a misinterpretation OP result. (I put wrong in inverted as it is still their interpretation and I respect others decisions). The PHB does say "You choose which of the d20s is used" however this feat example is to have an alternative d20 outcome after a single d20 roll and so will not apply to both d20s in advantage/disadvantage and would simply replace the higher/lower (whichever applicable) d20 value NOT allow you to choose from all 3. For example in a disadvantage situation the player rolls a 1 and a 20. The lucky feat would allow the player to roll an additional d20 to apply instead of ONE of the previous roll. Say its a 5. The player now has 5 or 20 at disadvantage instead (as they would swap out the 1) and still take the lower of the new d20 roll choices. Thus now having a 5 roll. The lucky feat was still applied due to no longer having a critical fail 1 roll and instead have a chance with the 5. Just my thoughts and a more balanced/reasonable approach to this feature during advantage/disadvantage.
100% agree @TheMusicaSavage, that is exactly how I'd interpret and apply the lucky feat if I were running a campaign with a player using this feat. Dungeon Dudes are saying that it doesn't work like that, and that it's been clarified to basically give super advantage.
John Gardner yea I saw they posted a screenshot of some message board during the video, not exactly an official source confirmation. I think they forget the feat example stated in PHB is against a single roll to re-roll and doesnt mention multiple rolls. The PHB and DMG states a rule stands unless an individual rule explicitly states an exception, which it doesnt, there is no mention advantage or disadvantage situational overrides, meaning those external rules would still apply to the final roll results. Which is (I think) how we both feel about it. Hope this helps!
Sure, but in this case the DM is well within their rights to say "As you close your eyes everything goes quiet. You see a shining figure in the darkness. It comes closer, and just as you loose your arrow you see the face of Tymora, shaking her head at you, looking disappointed. You open your eyes: your shot has gone wide, but you've still used a luck point. The last thing you hear before the clamour of battle regains your ears is a playful giggle"
The screenshot at 5:39 is from Jeremy Crawford's Twitter (aka "Sage Advice"). Crawford's Twitter is often used for direct and official rules clarifications, and is consistent with the FAQ and other official sources in this specific case. As we argue in the video, since the Lucky feat is *not* a re-roll, but an additional die where you choose the result. This is then specific over-ride of the rule that normally states that you must take the higher or lower roll when you have advantage or disadvantage, which is basically how Crawford interprets it. We 100% agree and understand that turning disadvantage into super-advantage "feels wrong" to many, and that you should ignore the official ruling if you dislike it. I hope that stance felt clear in the video :)
I'm actually working on a halfling divination wizard with the Luck feat, so this was a great video for me! I'm excited to see how much I can push my luck. ;)
You may have heard of this but in he all guardsman party dark heresy campaign there was a character whose luck was SO high that he could count on his luck to do his job for him.
Made a test character off of Zee Bashew's "Murray" build. Halfling with Lucky, Chronoturgy Wizard 2, Lore Bard 3. you can now do... 6 rerolls per day, can use Inspiration on your own skill checks, and use one of your class features to add Guidance to your spell list. She was very endearing.
1. Play a human fighter. 2. Choose the lucky feat. 3. Choose the battle master 4. Pick up the tavern brawler feat. 5. Get playing cards Now, in combat throw a card, lucky feat advantage, then you have proficiency, and roll a d8 and add to attack roll of it is low. Make sure you have used feinting attack.
The way I rule lucky on a disadvantage roll is they get to role three dice and they use the middle number. This way it tones it down a little bit but still powerful
Eloquence bard with lucky feat. - “Hello king, I would like to be king now.” King: “Sure” Eloquence bard with luck feat: “I like those pants and cape too.” King: “Say no more” *the King takes off his pants and cape then begins to skip out of the palace*
I would offer that the Lucky feat allows you to reroll a 1 and so the player does and then gets a 'not 1." But the Lucky feat is a standalone after the racial ability and therefore if a 1 is rolled is not affected by a racial feat. The player has the option to then take the 'not 1' or the 1 in which case the player is then applying (just like applying modifiers etc. after/before results known) his racial and can reroll the 1 because he/she took the 1 over the 'not 1.' It must have been low enough they preferred the 1 so they can get at this point the application of another roll. That result is then taken or a second lucky point must be applied to change it again. Roll: 1 Reroll: 4 Luck Feat roll: 1 Player must Select: 1 or 4 Player Selects: 1 - triggers applying changes (ie Halfing Luck) Reroll 1 and take result or spend another Lucky Feat point to start again.
This is one of those feats that's SO GOOD yet steps on the toes of the Inspiration mechanic so much I'd highly discourage my players from picking it. The inspiration mechanic essentially works the same as Lucky except distributed amongst the party and can be replenished throughout the day so not such a pressure to "nope, gonna sleep now, out of luck points". Also, what's to stop someone blowing all their luck points one after the other on one ultra attack? What is this ALWAYS good feat competing with? Feats that mechanically change the game in interesting ways like Ritual Caster and Magic Initiate which unlocks so many spells for so many classes, feats like Actor which allow great roleplay opportunities for those who want to use Disguise Self for more than passing by passively. Healer that lets you revive fallen allies in combat without expending a limited-resource magic item. Charger that massively opens up mobility options on the battlefield for melee fighters on large maps. Lucky is disruptive because it makes ONE player so much better than any player who didn't pick Lucky. It's unbalancing as raising the challenge for that player then makes it too challenging for others. Feats like Inspiring Leader are really powerful but they benefit the whole party, for some the temp HP is relatively more valuable than for others, but it still brings everyone equally further away from being KO'd.
my lucky halfling monk once held a door closed against an owl bear,3 of us tried, the high strength paladin and fighter got low rolls but my skinny 3ft monk got a nat20
TheMusicSavage we all pushed against the door at once and was just as though somehow the tiny one among us willed forth some godlike strength to keep the door closed. The magic of a nat20 basically. The owl bear proceded to give up and walk away
TheMusicSavage that owl bear became a recurring character after we managed to flip it off the edge of a boat. Now it just shows up at unexpected moments and we all try and find new and inventive ways to get rid of it without killing it
My first thought when seeing you guys in action was "who are these two Canadian knobs," but then I watched the video and these guys were pretty damn helpful and informative!
I have Lucky be used whenever but it's recharges when the session itself ends. It makes the player really think about if he wants to spend a luck point and makes the time where kick clutches even more memorable
Hrm, that was a pretty good point for keeping the Lucky rule being applied per RAW, like turning disadvantage into a super advantage, but I probably won't go with that ;)
On halfling with lucky If a. You roll a 1 on first die roll: reroll then choose if you also want to use lucky If b. You roll low (but not 1) and use lucky and get 1: reroll the lucky die only If c. (unlikely but some people have bad irl luck) you roll 1 reroll get low (or 1 again) and use lucky and get 1 on lucky die: do not reroll again because halfling luck says you have to take the new roll and a new roll is what was effected by lucky
RAW I think Halflings luck should apply to lucky. Lucky: "Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw." Halflings Luck: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
DM tips: When a player choses this feat you can help them strategize and predetermin when to utilize there luck points. Helping them think through things can remove hesitation and any regreat that would come from urilizing or not utilizing there luck points. Depending on play style and where there characters weaknesses and strenghts might fall can helps form a plan. They might utilize a luck point with there characters lowest save bonus and when rolling below #, or on attacks with advantage/disadvantage. After a bad session maybe you add to or rethink the strategy.
We're sneaking through an undead beholder's lair when our rouge lit some of his lackeys on fire causing the fumes of undead to flow deeper into the lair. As my flying character carries him to this large iron door on a ledge, we gently open the door. Unfortunately the beholder has readied his action and fires a disintegration Ray, then Burns a legendary action and fires an enervation Ray both at my character. Causing the human Homebrew artificer to immediately turn to an undead before we even roll initiative. Killing off my character.
I have a version of the lucky feat, but home brewed in a way. My character was “fate touched” and I gained a lucky point (just one) and instead of using it for just my rolls, I can apply it to anyone in the party.
I feel like I've told this story on another video of yours, but here goes again. My first time ever playing D&D, I was going through a practice session for about a half hour with the DM and with another player who was new to the game that night. I was a rogue and she was a cleric. The DM had us go up to a house, with a locked door, and had us infiltrate it. I rolled a natural 1 checking for traps, and I immediately got stuck with a poison needle while trying to pick the lock. My friend healed my health, but not my poisoning, and we went inside. We fought a monster of some sort (I forget what), and I rolled another natural 1 to hit. I lost my dagger, and ended up prone and poisoned. My cleric friend then landed a crit on this monster, and rolled max damage on it to kill it, and then revived me from being unconscious from the poison. Needless to say, I've rolled the most natural 1s in the group by a long shot.
Having a cleric with the lucky feat makes it feel like you can call divine intervention to your aid in desperate moments. I think this is a really great way of role playing a lucky character.
halfling luck says specifically that whenever you roll a 1 on a d20 attack. saving or skill roll, you can reroll it. lucky is a new d20 roll and therefore if you roll a 1 you'll reroll it. unless it's a death save ofc.
I'm roleplaying as a character who shifts outcomes by chosing between possible futures in split-second decisions. All my spells, class features and feats are picked in a way to either confer advantage, disadvantage or straight up change rolls. Which is why Lucky is fucking amazing for him XD Basically lucky allows to "pick a future" with the most favorable die for myself or the worst for the opponent.
Sorta. Except I think she's got an infinite supply of those Luck Points. And apparently, RNGesus blessed her as well, since she keeps getting those nat 20's too.
I don't like allowing this feat, however the whole "protagonist feeling" is something I do give my players. Anytime my players do anything extremely cool or cinematic I usually award then a luck point. I also usually give them one luck point each time they level up as a sort of gateway drug to tempt them to want more. It tends to push my players to roleplay a lot harder, which is a lot of fun.
The thing about the lucky feat is that it assumes that the DM either rolls in the open or announces his rolls. My inclination as DM is to roll behind the screen and announce the (possibly fudged) results. But that leaves no room for the lucky feat to be applied to DM rolls.
8:39 The way I see it, Halflings can use their lucky feat as a reaction (it specifies that in the book), so if you roll a nat 1 and use a reaction and roll another nat 1 you can't use another reaction to change that.
I am about to take the Lucky feat at level eight with my open hand monk. Two sessions ago, I had advantage on an attack. I rolled two nat ones. Last session, I rolled no fewer than four nat ones on attack rolls. We use a fumble chart and I nearly finished off our already seriously damaged paladin when the fumble chart had my attack hit a party member. I’m on my fifth set of dice. I’ll probably only use when I crit fail.
I did a Ghostwise Halfling Diviner w/Bountiful Luck & the Lucky feat. The fact that I could help others with my Halfling Luck waas an incredible boon to my fellow players.
Lucky is good with a Divination Wizard, especially if you're in a Theros campaign where you have the Oracle gift and worship Kruphix. Fate is yours to command!
Saving throws and enemy crits are the obvious places to use lucky. But there are other places: social checks, where one roll can mean a lot; initiative checks; death saves-- you get three of them, at worst there goes your unspent luck! Luck can even be a versatile replacement for Warcaster concentration advantage. I think people don't work out the probabilities with Lucky and so do things like, I really need a 20, let's get disadvantage and use luck. But that's the worst way to use luck, which is best used on things that are likely (or enemy results that are unlikely), but where you just didn't roll well enough. That's why they're so good on crits: it's extraordinarily unlikely that the enemy rolls another nat 20. They're best when used more like pseudo-reliable talent.
Slow players (no matter the reason) = an assortment of timers...30, 60 second or just count down from 10. after a few times of doing this my players always speed up their play. And it adds to the drama. I generally only do this during battle. Otherwise they can talk all they want in a dungeon corridor....until the random NPC's/monsters show up :D thanks for the vid.
I think that the wild magic sorcerer is a better class for the lucky feat than the divination wizard, as with bend luck, as long as you keep rolling on the wild magic table, you have infinite advantage. Or disadvantage for your opponents I believe
You forgot the Luck Domain Cleric. "Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll." So now imagine the Halfling, divination Wizard, Luck domain Cleric! It would be enough to make a DM stop using the optional inspiration rule!
I had a paladin stop a run away wagon team and bandit with 8 natural 20's on 1d20 in a row. Two to bring down a bandit and 6 to stop the horses. 8 20's in a row.
Disadvantage doesn't become super advantage. Disadvantage eliminates the high roll, so it produces one roll. You can then apply luck to that low roll if you choose. This can be interpreted in two ways: 1) roll one luck die and and choose between the low roll and the luck roll 2) apply disadvantage to the luck roll as well so you can choose between the low luck roll or the low original roll With Advantage, of course, you keep your luck and original rolls separate and choose between the higher of each pair when you choose interpretation 2.
I've had a character with Lucky and DM'd for a party with 2 people with Lucky. My experience (admittedly making this anecdotal and subjective) is that the feat is only over-powerful if the play style allows frequent long rests (and thus frequent resets). Also in my groups, we do a lot of extended role-play that involves a lot of skill checks, which soak up even more of the Lucky uses. I've had a character save up Lucky points during an adventure early in the day so that they would have a couple at hand on a date scheduled for that evening. That only was a concern because we play those everyday scenes out if they are important moments for the character, personally. I guess what I'm saying is that the power level of this feat is fairly variable, based on your play style and how your players approach it. I will say that some of the funniest moments I've had with that character are in describing how their luck turned on a disadvantage + Lucky roll. We like to describe them as glorious failures that somehow come up working anyway, the crazier the better. If you don't like the super-advantage quirkiness, I suggest allowing it, but at the cost of two Lucky uses. This limits it to once a day and also eats up another regular use, but still allows for that kind of fun reversal.
Any dungeon peeps out there! just started my first ever session of dnd and I am a monk who is a raging alcoholic - using the drunken master technique. Figured it would be awesome to have a lucky drunk monk on the squad... lmaoo
I'm so glad you got the point about turning your disadvantage into "super advantage", but have you considered turning the enemies advantage into "super disadvantage"? You still roll an extra die and get pick which one after all! Also as far as Lucky + Halfling Luck goes, yes you can re-roll that 1 on your Lucky die because it is still part of an attack, ability check, or saving throw. However I get if you want to house rule it out as "too powerful", I just don't think it's gamebreaking. As a side note, because you kept mentioning divination wizards portent, I like to save those for things like the fighters full platemail stealth check (or the enemies perception) where I know that the wrong result will have a huge impact. Having them left over at the end just means there weren't any critical moments that were likely to go bad like a full plate stealth check.
As a DM, to deal with the lucky feat I have plan B in case they succeed at something in which they're not supposed to yet. Basically, I roll with the punches. In my current campaign, one of the players has a divination wizard who will probably get the lucky feat as soon as he can and I have already introduced one of the final bosses of their campaign even though they're just starting, but if somehow they manage to beat him before the climactic showdown I won't be pissed because there already is plan B. And I made it so that, even if the plan B fails, the campaign will still have some interesting places to go.
In my recent sessions we came across a young dragon. We're level 1 theres 5 of us. Our Blood hunter decides to take a stand. It comes barreling at us, its breath weapon expended, with one lucky readied action the blood hunter plunged his blade into the eye of the dragon, almost instantly dieing from the 2 attacks that hit him. The dragon flew off, yet to be seen.
I've always read lucky as a swap out mechanic. Take advantage and disadvantage. You can burn a lucky point to roll 3 dice, but only take two and apply the lower. It ups your chances without strictly negating stupid decisions. At least, that's how I rule it. People like my dm'ng, so...
I've debated weather to take the 'Luck" feat. My character likes the idea of fate but slightly manipulating things. My characters brother has it but whenever he uses it he seems to use them all at once then gets hit with a 20 Our DM needs to check out the disadvantage where luck gives you 3 roles Thanks guys
Hunting a Remoorhaz with a Frost Giant hunter that have tracked it and invited us to join, when the beast emerged from the ground, our Wild Magic Sorcerer cast a spell, and triggered Wild Magic surge... it was later revealed that the wild magic triggered was "All creatures within 30 ft of caster has vulnerability to piercing", i managed to keep it stunned for 3 rounds (monk: stunning strike), if it had ever managed to hit us, it would have done 26 - 74 piercing damage in each hit (vunerability calculated) luckily our rouge crit it and over 3 rounds did more than 120 damage
Ok, before everyone starts getting angry at me, let me preface this by saying "I understand the intent of the feat." I just have issues with how it is written. The sentence that says "You can choose to spend one of your luck points after you roll the die, but before the outcome is determined ". If this is referring to the "luck point" in the previous sentence (and it clearly is, otherwise you'd be using two "luck points") then it would also be referring to the "lucky die" (additional d20) from the previous sentence; otherwise it should refer specifically to the "attack roll, ability check or saving throw" and not "the die". Using this interpretation, a player could roll the "lucky die" on every turn and if they don't like it they don't have to use it and keep their luck point. Once again, I realize that this is not the intent but the wording is unclear.
@Dungeon Dudes I slightly disagree with the way of dealing with lucky on advantage or disadvantage you present at 6:20 I have a third option for that. I see advantage and disadvantage as a single die, that die just happens to be advantageous or disadvantageous, so when you roll with advantage or disadvantage, those two dice only counts as one, that just happened to be the higher or lower of those two numbers. So when you use luck you still only have 2 dice to chose from, you have your lucky die and you have your advantage or disadvantage die, and then you choose between those two. Luck still overrules the general as it should, and it doesn't become more powerful in that situation.
I don’t think I have any problem with my players using the lucky feat to basically get advantage, but I would probably think intentionally giving themselves disadvantage would override their ability to be lucky. If someone wanted to fix this, I would suggest advantage/disadvantage should be rolled separately and pick the correct die from that pair, and then roll your extra die and pick from those two.
In the case of disadvantage, the Lucky roll could just replace the lowest roll, not the highest roll. So if a player rolls a 5 and 17, then rolls a Lucky roll of 12, the player could take the 12 over the 5, but not the 17 over the 12.
While watching this, I was thinking that a reckless character could piss off some NPC/villain/deity and you'd have a genuine reason in your campaign for bad things to happen to them, maybe forcing them to use a lucky point or two every now and then. People are generally envious of individuals who are lucky and don't have to work as hard as them.
I like the idea it's great! Last chance, do or die, you have to succeed! You whisper a hushed prayer to a god you don't even know! But ONE dice is enough, and people would still take the feat...3 is just...ughh...Really? I'm a just a big stick in the mud...
Personally, I would rule that if you use Lucky on disadvantaged rolls, you get to roll 3 dice, but you choose which 2 to use and get the lower of those two from the disadvantage. It doesn't seem right actually benefiting from disadvantage which you wouldn't have normally. And that being lucky at doing something ridiculously improbable is more likely than being identically as lucky at something far more normal. ----- There's a really funny scene in "Guards Guards" by Terry Pratchett which brings that to its extreme. In it, the characters are planning to shoot a dragon. They quote the trope that whenever someone says "The chances of this succeeding are a million to one!" in fiction... you just know that it's going to succeed. But they fridge logic that the chances of them shooting the dragon aren't actually a million to one but are far more plausible.... so they start imposing more and more disadvantages onto the person making the shot... blindfolding him... hanging him upside down from his ankles.... etc. in order to lower the odds of making the shot up to a million to one.
Never even noticed this silly wording of the lucky feat. If any of my players is going to choose it, I will just clarify it as house rule to work the way I am used to: whether regular, advantage or disadvantage roll.. the result is the one die that would normal count.. and THEN you may reroll that one for a luck point. -- That's still a very powerfull feat.
First session, round one of combat: our dm roles a crit on a ranged atk on my paladin leaving our cleric and Druid (all level 1) facing off agains 3 elves and 4 hounds. Never lucky.
The lucky feat in the PHB says you can choose to spend the point after you've rolled the die but before the outcome is determined.. So I can roll it, say I'm using a point then let the dice drop? I'm confused by that. I've always used it as - D20 - D20 (Choose to use luck on the second one) You guys are saying you have to spend the point then roll the dice?
Yep, you do need to spend the point to make a D20 roll. What it means is before you tell everyone what the total was, you get to say, “I’m using a Luck point”, & roll another dice. You then get to choose which die you are using, total it up, and tell everyone the result.
Most my DM's house-ruled that we couldn't even pick up the Lucky feat, due to just how broken the players interpretation of the feat is. well the one time it Wasn't a banned feat, we had a Halfling Bard with it, and he played this to the extreme. he ended up owning a town, while being like 10k gold in debt IN THAT SAME TOWN. he got unlucky one day, ran out of Lucky dice, and ended up burned at the stake because the villagers thought he was an evil person with Magical influence. we also came to find out like 5 sessions later that the DM fudged his rolls, cuz he was killing the fun the DM was having. at first it was hilarious, but the DM had to make additional storyline because the Halfling just kept going back to milk the town for more and more gold/items.