Elysiume
2017-02-27, 11:05 PM
(for reference)
Good Fortune (Ex) (CRB): At 6th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Tugging Strands (Su) (APG): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
Good Fortune, from the Luck domain, is very clear: as an immediate action, reroll any d20 you've made after you've rolled the die, but before you know the result. Tugging Strands seems much more complicated. It's pretty clear for PC allies: you can see what they've rolled, and let them reroll. Or force, as the case may be. In essence it's a Good Fortune that can be shared with allies.
The question is how it interacts with NPCs, especially enemies. As written, you can't know the outcome of the roll, so there's no option for "the kobold hits" -> "I tug the strands of fate." I'd expect the interaction to need to be more along the lines of "the kobold rolls a 19" -> "I tug the strands of fate," but suddenly you have a player that needs to know every single roll that NPCs make. This would both remove a lot of the secrecy of the rolls and massively slow down any sort of combat or social interaction.
So this leaves 3 main possibilities (I can think of) for how to play this for NPCs, given that the PC ally component is fairly obvious):
The player gets to see every d20 the GM rolls, and can have the GM reroll a d20. Gives a lot of information to the player, and slows down gameplay.
The player knows what rolls the GM is making and can't see the numbers, but may force a reroll once the outcome is known. Gives less information to the player, but arguably stronger--the player doesn't know a random NPCs will save, and thus doesn't know if a raw number would have been successful.
The player can hear/see the GM rolling dice and can randomly tell them to reroll a die. Even if the GM says "and the kobold rolls for attack..." it'd be worthless. Effectively becomes a PC-only ability.
How do people play Tugging Strands? Is there some happy blend of these options (or a particularly good house rule) that works well?
Good Fortune (Ex) (CRB): At 6th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Tugging Strands (Su) (APG): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
Good Fortune, from the Luck domain, is very clear: as an immediate action, reroll any d20 you've made after you've rolled the die, but before you know the result. Tugging Strands seems much more complicated. It's pretty clear for PC allies: you can see what they've rolled, and let them reroll. Or force, as the case may be. In essence it's a Good Fortune that can be shared with allies.
The question is how it interacts with NPCs, especially enemies. As written, you can't know the outcome of the roll, so there's no option for "the kobold hits" -> "I tug the strands of fate." I'd expect the interaction to need to be more along the lines of "the kobold rolls a 19" -> "I tug the strands of fate," but suddenly you have a player that needs to know every single roll that NPCs make. This would both remove a lot of the secrecy of the rolls and massively slow down any sort of combat or social interaction.
So this leaves 3 main possibilities (I can think of) for how to play this for NPCs, given that the PC ally component is fairly obvious):
The player gets to see every d20 the GM rolls, and can have the GM reroll a d20. Gives a lot of information to the player, and slows down gameplay.
The player knows what rolls the GM is making and can't see the numbers, but may force a reroll once the outcome is known. Gives less information to the player, but arguably stronger--the player doesn't know a random NPCs will save, and thus doesn't know if a raw number would have been successful.
The player can hear/see the GM rolling dice and can randomly tell them to reroll a die. Even if the GM says "and the kobold rolls for attack..." it'd be worthless. Effectively becomes a PC-only ability.
How do people play Tugging Strands? Is there some happy blend of these options (or a particularly good house rule) that works well?