| Post/Author/DateTime | Post |
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| JohnOSpencer11-25-06, 09:08 PM | I cannot claim full credit for these...they were made(for another game system) by someone else. I've just modified them for use with D&D. I'd like all sorts of comments, including ideas for new 'abilities' House Rules: Luck Chits At the beginning of each session the Players draw randomly one Luck Chit from the bag. You may also gain extra for exceptionally heroic actions. At the End of each session Players may save any unspent Luck Chits. White Luck Chits [1W = 1W] (30 in bag): Do-Over: Re-roll of any one roll you control, before success or failure is determined. Quick Defense: Double your non-armor/deflection bonuses to AC for this round. Quick Reflexes: You take a free action when it is not your action. Second Wind: Immediately recover Hit Points equal to your level + Con bonus (or 5 which ever is higher). Or if your character is at –1 to –9 Hit Points, you stabilize at 0. Just Grazed Me: You take half damage from one attack. Lucky: You get +1 to all rolls for the duration of this combat. It’s Not as Bad as it Looks: Ignore all additional effects from a single attack (i.e. Knockdown, poison, etc). You still take the damage from that attack. Impressive Feat: You may use one Feat you do not have, that you meet the requirements for, for 1 round. Red Luck Chits [1R = 2W] (20 in bag): Automatic Success: You may take 10 on any action (even when threatened of distracted) or you may take 20(following the normal rules) on a roll that would not normally allow you to take 20. Ashes, Ashes, All Fall Down: All enemies 5 hit dice lower than you will be defeated with one successful attack (that does damage). The party only gains ˝ experience for defeating those enemies. Bad Footing: One Enemy is –5 to hit and it +5 to be hit for one round. Down, but not Out: If your character is unconscious you wake up. Or if your character is at –1 to –9 Hit Points you wake up with Hit Points equal to your level + Con bonus (or 5, whichever is higher). I’m OK, Really: Heal back up to 2 points of Ability damage, or neutralize the effects of one poison/disease affecting you. Out of combat only. Impressive Spell: One spell you cast this round manifests at +2 caster level. Lucky: You get +2 to all rolls for the duration of this combat. Not sure what I’ll call it: You may use one class ability with out using a normal daily usage of that ability. Metamagic Master: You may cast one spell with any metamagic feat you know with out having prepared it earlier and without it taking a higher spell level. Got Ya: You hit with one attack, no roll required. You still need to roll to see if the attack is possibly a critical hit. Nyah, Nyah – You Missed Me: Opponent’s attack misses, regardless of roll. Must be used before damage is rolled. Impressive Feat: You may use one Feat you do not have, even if you do not meet the requirements for, for 1 round Blue Luck Chits [1B = 1R + 1W = 3W ] (10 in Bag): Sudden Opening: All attacks that hit one Opponent this round automatically deal double damage (or +1 to the multiple of damage). Brilliant Success: You can take 20 on any skill roll, even if threatened or distracted, even for skills that do not normally allow you to take 20. Boo-Yah! : Your attack automatically counts as having rolled a 20 to hit and automatically confirms the critical. Hustle: You may take move action and then a full round action this round. Lucky: You get +3 to all rolls for the duration of this combat. Saved! : You automatically make one Save. Dramatic Editing: The character can edit the scenery, putting items where they were not originally, within reason. The character can also make his (or another) character or NPC show up at any time. A character can do anything within reason editing wise with this chit, subject to GM approval. Gold Luck Chit: There is only one in the bag, but if drawn, the player can become GM for a scene. They get to create and event or subplot or something along those lines, that fits with their character concept and long-term goals. The Gold Luck Chit is usually just one "scene" or "event" They don't tend to really run the game in terms of controlling NPCs. they just say, "Ok... here's this cool thing that I want to have happen, with this or that character..." They often don't force a certain outcome, they just want to have something that really shows off their character, or allows their character to have a really big impact on the plot. The Gold Chit has no actual combat effect (inherently), and cannot be traded for XP or smaller chits; it must be used as is. |
| Guroth the Forsaken11-30-06, 12:42 PM | Nice. I like the idea. I'd like to take a chit, please. |
| Sinner611-30-06, 01:43 PM | Did you ever play deadlands? That had something similar, and I really liked it. Everyone, including the DM, drew three chips at the beginning and could hold them from session to session, and turn them in for XP. Overall I think it is a good idea. |
| WizO_Autumn11-30-06, 11:23 PM | My group was about to do something like this, but then Action Points came out-- we felt Action Points sort of take care of this and it's easier to just add things to what you can use Action Points for. Still a neat idea though. |
| JohnOSpencer12-01-06, 02:22 PM | Never played Deadlands. Put i've heard it had a similar feature. I looked at the action points, and they're ok, but don't really cover the heroic actions I want PCs to have the opportunity to perform. This has worked well in Hero System and Marvel Super Heroes(TSR version). I'm hoping this will work out ok for D&D. I'll find out this weekend, as that is our first session. Still looking for more ideas if anyone has them. |
| alecthemad12-01-06, 02:33 PM | I experimented with similar features in my games. What basically happened is that they would save them for the big fight and blast the bad guy. When action points came out I embraced them. I also like the action point feats that let you make a little more of them. |
| Tyler Do'Urden12-02-06, 03:21 AM | That would never work in my group. The instant someone is told to 'take a chit,' gameplay will come to a halt. |
| JohnOSpencer12-03-06, 11:52 AM | Well, the result from the first session was positive. As PCs are known to do, they ended up splitting the party and the Halfling Rogue and Human Ranger had to fight the Zombie Bugbear alone. Their chits saved their butts. The Ranger had traded her blue for a white and a red and manged to heal herself when the Zombies attack had taken her down to 1 HP. Then both of them used red chits on consecutive turns to get +5 to hit and give the zombie -5 to hit. If not for that, they would have both been dead. Another used a white for 'take half damage' to save him from a crit that would have killed him. So, all in all, they seem to be working. All but one player ended up using their chits. |
| CryoSilver12-04-06, 03:00 AM | Sounds fun. I'd use action points first, but this is an interesting take on it. |
| alecthemad12-04-06, 10:31 AM | I have been thinking about this for a few days since I first posted. I have an idea about these. What if instead of every game they drew the cards at character creation. Lets say three of them(reduced by 1 for every 5 levels). Those cards had to last as long as they played the character. Once they are gone you get no more. If you use some of the more powerful cards only then it could certainly make the game more interesting as the player has to chose if he uses one of his precious cards today. You could still use action points and use this too. |
| JohnOSpencer12-04-06, 09:55 PM | Sounds fun. I'd use action points first, but this is an interesting take on it. I've seen action points, but the power level of the abilities varies wildly. From double the effect of the dodge feat to +1 caster level for a spell. Luck Chits seem to work well. It gives the characters a chance in bad situations, and makes them more Heroic. I'll keep everyone posted, but I only play everyother week so it'll be a bit between updates. |
| DM14212-06-06, 03:06 PM | Sounds like a neat idea... keep us posted! |