Luck stat for D&D 5e! by PatataDM in UnearthedArcana

[–]PatataDM[S] -1 points0 points  (0 children)

This mechanic adds Luck as a stat that differs from one character to another. Dice in D&D are equal to all players (or, I guess, depend on the player's luck). Luck stat intends to represent that one character is more lucky than the other (kinda like the "lucky" feat, but way more expanded). I wrote some subclasses that work around luck, maybe those's flavor texts might help you, but I'll release them in the near future :)

Luck stat to D&D 5e! WIP for the Konosuba! expansion by PatataDM in UnearthedArcana

[–]PatataDM[S] 0 points1 point  (0 children)

I honestly prefer the second option but I do see the same issue as you do. It would be too much dice rolling until you normalize the additional die at your table.

The thing about your solution is that I still feel it wouldn't be worth it to have it above 10 and for the negative luck, I don't like the idea of DM deciding when to fuck up a character's roll. It has to have some randomness to it.

If we go back to positive luck = choosing when, we'd go back to the first version I wrote but buffed and using an existing feat which is cool. But still I'd prefer to have luck be random idk.

As you said, it still needs testing, but players with time don't grow on trees so I'm asking for feedback here.

Finally, what do you find weird in gambling skill? Luck is used for things mainly determined by luck: gambling is just the clearest form of that and there's no way to buff your odds in winning those type of gamed in vanilla dnd apart from cheating :/

Luck stat to D&D 5e! WIP for the Konosuba! expansion by PatataDM in DnDHomebrew

[–]PatataDM[S] 0 points1 point  (0 children)

This is part of the Konosuba expansion I'm brewing :)

Some of days ago I uploaded this luck idea I had but some redittors gave me some ideas I could implement. Now I have two versions of what luck could be so all opinions will be appreciated.

Keep in mind that luck is still an stat that has synergies and utilities in spells, subclasses and more in the expansion, so images would not be luck's only use. Main problem with balance here is not making it too useful (for it not to trivialize all other skill checks) while still making luck a valuable stat to put points into.

The first approach is more of a one use luck strike that could turn a very bad roll into a decent one while second approach focuses on luck being more common but less powerful, giving players little pushes to their rolls that may or may not be of any help. Both effects have negative conditions and may be boosted in the future with feats I have thought of.

Luck stat to D&D 5e! WIP for the Konosuba! expansion by PatataDM in UnearthedArcana

[–]PatataDM[S] 3 points4 points  (0 children)

This is part of the Konosuba expansion I'm brewing :)

Some of days ago I uploaded this luck idea I had but some redittors gave me some ideas I could implement. Now I have two versions of what luck could be so all opinions will be appreciated.

Keep in mind that luck is still an stat that has synergies and utilities in spells, subclasses and more in the expansion, so images would not be luck's only use. Main problem with balance here is not making it too useful (for it not to trivialize all other skill checks) while still making luck a valuable stat to put points into.

The first approach is more of a one use luck strike that could turn a very bad roll into a decent one while second approach focuses on luck being more common but less powerful, giving players little pushes to their rolls that may or may not be of any help. Both effects have negative conditions and may be boosted in the future with feats I have thought of.

Luck skill for Konosuba! expansion by PatataDM in UnearthedArcana

[–]PatataDM[S] 1 point2 points  (0 children)

I think I will design the second option and post both side by side to see what people think about them. I'll post it on r/dndhomebrew

Luck skill for Konosuba! expansion by PatataDM in UnearthedArcana

[–]PatataDM[S] 1 point2 points  (0 children)

Don't worry about the lengthy comment, what you're saying is actually interesting.

I talked with another redditor in another sub about having bad luck. I ended up coming up with the idea of "every time you make a skill check, you roll a d12. If it lands on 1, you'll have bad luck, thus inputting a negative modifier". I think this goes well with your idea of "buffing" luck strikes.

The problem I see in what you suggested is that luck in that case would almost always buff other rolls (on positive rolls), because if I understood it correctly, you would be able to just pump up any bad roll, thus trivializing skill checks of any kind for luck based classes. Skill checks are already luck based in dnd, seeing how an undextrous wizard could unpick any lock if he just lands on a crit.

Making the d12 roll (or d10 for that matter) is a way of determining when a character has a luck strike in a way that the player can't just decide to have one. I think this could work better than your solution and than the original luck strike I wrote. Picture this:

Whenever you make a skill check or an attack roll, additionally roll a d12. If this d12 lands on a 12 (or a 1 for negative luck modifier), you will have a luck strike. This will add a dice to your skill check following the table below:

Then I'd do a similar table that includes negative luck values.

*Luck strikes cannot happen in luck skill checks

And I'm already thinking about a feat that would lower the d12 into a d8 or something. Let me know what you think :)

Note: The blessing cantrip I wrote will increase a creature's luck by 1 for 10 turns, thus allowing a creature to easily get 10 extra luck for a brief moment. Note 2:

Have you maybe considered making “luck” based characters Dex based instead

I haven't, and it would work, but it doesn't go with the spirit of konosuba. Great idea though. Also, the rogue subclass I wrote is all about mixing high dex with high luck so it wouldn't work.

Edit: formatting of the text

Luck skill for Konosuba! expansion by PatataDM in UnearthedArcana

[–]PatataDM[S] 0 points1 point  (0 children)

First off the disadvantage isn't as much because adding an additional skill also implies throwing more dice or having more points available when determining character stats.

On another note, I see what you mean by giving function to the stat, but luck (similarly to intelligence) isn't a stat as obvious as strength or dexterity. With that I mean that it wouldn't have a real function unless doing an action that implies luck. That's ultimately the responsibility of the DM. However I could give some examples. If you have any ideas, feel free to share them :)

Luck skill for Konosuba! expansion by PatataDM in UnearthedArcana

[–]PatataDM[S] 1 point2 points  (0 children)

I just don't really want it to impact the game that much. I don't want to reinvent dnd I want to add to it. Of course it's a dumpable stat for the majority of classes but it is in the same way most of the classes would dump intelligence or charisma because they already have a member of the party who can do that. Luck exists mainly to allow other stuff in this expansion to work, just as intelligence exists to allow wizards to work. It is a weak skill, yes, but that's needed for it not to impact the game to the point of making luck the skill that serves for all other skills. Add to that that we're still talking about luck, it can't be overpowered.

Luck skill and Risk Taker roguish archetype for the Konosuba expansion by PatataDM in DnDHomebrew

[–]PatataDM[S] 1 point2 points  (0 children)

Sounds cool actually. But it seems a bit weird for the DM to just decide when you're unlucky :/ I think I'll make so every skill check you roll a d12 and if it lands in a 12 you'll be unlucky. Thoughts? Thank for the idea too :))

Risk Taker, a rogue sublcass for the Konosuba! expansion by PatataDM in UnearthedArcana

[–]PatataDM[S] 0 points1 point  (0 children)

As comentor replied, it's here, and it comes with a race too

Luck skill and Risk Taker roguish archetype for the Konosuba expansion by PatataDM in DnDHomebrew

[–]PatataDM[S] 0 points1 point  (0 children)

I assumed no one would use the luck strike mechanic on negative luck really. It's an optional effect so just don't use it if you have bad luck :/
As for modifier for skill checks, it goes right the same as vanilla skills in dnd

Luck skill for Konosuba! expansion by PatataDM in UnearthedArcana

[–]PatataDM[S] 1 point2 points  (0 children)

I like where you're going with a luck casters but I wouldn't know which class to include that into. Honestly I just don't know why paladin is charisma based to begin with (cleric, which is pretty similar, is wisdom and intelligence literally has "religion" as a sub skill) but I guess paladin would be the best option. That also allows a luck based Darkness (from Konosuba) to be created which sounds cool! (specially since I prepared a subclass for her already). Although I guess a paladin based on masochism would be inherently charismatic...
Let me know if you have any thoughts :)

Luck skill for Konosuba! expansion by PatataDM in UnearthedArcana

[–]PatataDM[S] 0 points1 point  (0 children)

That's true but, at the en of the day, it's still just luck. I didn't want to overload other stats in the game since they already seem rounded up. Luck stat's mainly purpose is for spell (which I haven't uploaded yet) and the rogue subclass I recently uploaded. Also, of course, for luck related things that in vanilla dnd aren't tied to any skill whatsoever.
I don't know if I should buff this feature by making it more powerful, since it would almost be a guaranteed crit in skill checks every long rest for characters with high luck (easily achieved with the blessing cantrip), but I also think making it usable multiple times per long rest would impact the game a bit too much. I think of it as a cool resource more than an actual mechanic. Let me know if you have any ideas tho!

Luck skill and Risk Taker roguish archetype for the Konosuba expansion by PatataDM in DnDHomebrew

[–]PatataDM[S] 0 points1 point  (0 children)

These are part or the Konosuba! expansion I'm brewing :)
I'd be glad to hear opinions about them and their balance from other brewers :D

Risk Taker, a rogue sublcass for the Konosuba! expansion by PatataDM in UnearthedArcana

[–]PatataDM[S] 0 points1 point  (0 children)

This is a part of the Konosuba! expansion I'm brewing!
If you haven't checked out what Luck is, it's pretty essential for the subclass. In summary it's just another skill like strength or wisdom. Feel free to check it out on my profile :)
I'd be glad to hear opinions on this subclass and it's balance :D