I know the rules say that when you make a "Luck Check" you looking to roll under your current luck score. So when a module sets a DC for a luck roll it that a equal to or higher, or still roll under?
Basically my question is: when making luck rolls do you always want to roll under the number?
Luck question
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- Ravenheart87
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Re: Luck question
If there is a DC, it's always d20+bonus vs DC.
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- brainszine
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Re: Luck question
Luck is the same as the other abilities in this regard: There are two ways to roll. The regular roll has a DC, and you gotta roll higher than that (with the possibility of a fumble or critical hit), but the other kind of roll, the low roll, doesn't seem to have a name. In this low roll, there's no DC only your ability score, and no fumbles or critical hits. I don't like assigning a DC to Luck rolls (what are the odds of being lucky?), so I always use the second kind (low roll) for lucky events, but also for any other checks that don't really seem to have a DC or a chance of fumble/critical hit.
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Re: Luck question
Nope (see other answers).Yubacore wrote:Basically my question is: when making luck rolls do you always want to roll under the number?
Lots of folks just call that a "roll-under" check.brainszine wrote:...but the other kind of roll, the low roll, doesn't seem to have a name...
I call a roll-under an [Attribute] Check. And if you're trying to hit a DC, that's an [Attribute] Roll.
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Re: Luck question
Thanks for the replies, guys.
I don't remember reading about other attribute checks having a "roll under" way of doing it, at all (although admittedly that is a possibility). I always thought this was very specific to Luck. I've always done it that if I don't have a DC then I follow the guidelines for making an appropriate DC for the situation and go from there.
I'm more curious and confused now. Let me try another question: Why is there a roll low check, for anything? making it harder or easier is arbitrary, especially as a judge, you have control over the DC anyway so you can make it as hard or as easy as need be. The only difference I can see is that there is a certain immediate player knowledge of success or failure with the roll low, as opposed to the DC roll.
I don't remember reading about other attribute checks having a "roll under" way of doing it, at all (although admittedly that is a possibility). I always thought this was very specific to Luck. I've always done it that if I don't have a DC then I follow the guidelines for making an appropriate DC for the situation and go from there.
I'm more curious and confused now. Let me try another question: Why is there a roll low check, for anything? making it harder or easier is arbitrary, especially as a judge, you have control over the DC anyway so you can make it as hard or as easy as need be. The only difference I can see is that there is a certain immediate player knowledge of success or failure with the roll low, as opposed to the DC roll.
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Re: Luck question
For me, it's just easier, all around.Yubacore wrote:I'm more curious and confused now. Let me try another question: Why is there a roll low check, for anything?
There's a task to be done? Roll under an attribute and it's done. Circumstances that make it trickier? Decide it has to be 'made' by two, or whatever. It's easier? Allow a roll of a bit higher than the stat to still work. Group tasks? "Three of you need to succeed to push that giant, brass door open..."
And I have for many, many years preferred to interpret skill/attribute checks with degrees of success, rather than a simple, binary "success/failure". Make your roll by 10?? That will get you amazing results, if amazing results are to be had... And a Roll Under check makes that an easy read, too.
Hitting a DC is pretty much a simple die roll. Your attribute doesn't actually matter too much. Using a Roll Under and giving it gradations of success/failure can tease out some differences between having a 12 Str and a 10 Str, for example.
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- Blutimate
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Re: Luck question
I have found that in my games the higher the levels become for the characters, the easier the DC checks become. If I want to see if someone just happens to be placed in an advantageous position based on charisma, luck, agility, etc., a roll under check can make this a somewhat objective check that the character could still mess up versus what eventually amounts to a "don't fumble" roll that may punish characters with a lack of modifiers and strengths in certain areas.GnomeBoy wrote:Hitting a DC is pretty much a simple die roll. Your attribute doesn't actually matter too much. Using a Roll Under and giving it gradations of success/failure can tease out some differences between having a 12 Str and a 10 Str, for example.Yubacore wrote:I'm more curious and confused now. Let me try another question: Why is there a roll low check, for anything?
Because of this feature, players may also try to even out otherwise min-maxed characters, which is also a bonus. There are no "dump stats" (an attribute that is simply irrelevant to a character for most purposes -> like intelligence on a barbarian or charisma on a wizard in 3.5 D&D) when a judge uses roll under checks.
In my games, I use roll under checks to determine if players remembered to do something that they didn't specifically mention they did, etc.
David
Re: Luck question
Ok, I'm starting to see the use now.
OMG, I love this idea. This seems like more along the lines that make sense to me. Like the part in Sailors on the Starless Sea where everyone makes a luck check to see if the look into the pool. But that one is a DC check if i'm not mistaken. This was the instant I became confused actually.
like that.And I have for many, many years preferred to interpret skill/attribute checks with degrees of success, rather than a simple, binary "success/failure". Make your roll by 10?? That will get you amazing results, if amazing results are to be had... And a Roll Under check makes that an easy read, too.
This makes sense, thank you!I have found that in my games the higher the levels become for the characters, the easier the DC checks become. If I want to see if someone just happens to be placed in an advantageous position based on charisma, luck, agility, etc., a roll under check can make this a somewhat objective check that the character could still mess up versus what eventually amounts to a "don't fumble" roll that may punish characters with a lack of modifiers and strengths in certain areas.
Because of this feature, players may also try to even out otherwise min-maxed characters, which is also a bonus. There are no "dump stats" (an attribute that is simply irrelevant to a character for most purposes -> like intelligence on a barbarian or charisma on a wizard in 3.5 D&D) when a judge uses roll under checks.
In my games, I use roll under checks to determine if players remembered to do something that they didn't specifically mention they did, etc.
OMG, I love this idea. This seems like more along the lines that make sense to me. Like the part in Sailors on the Starless Sea where everyone makes a luck check to see if the look into the pool. But that one is a DC check if i'm not mistaken. This was the instant I became confused actually.