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Unearthed Arcana: Feats for Races
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<blockquote data-quote="Colder" data-source="post: 7714314" data-attributes="member: 6807965"><p>Because it is? The fact this takes enough effort to be considered a reaction is slapstick. It's cutesy. It's taking halflings a step closer to Kender. Luck doesn't come from you (unless you're magic), it happens *to* you, which is why your real life examples don't really apply to the metaphor for Bountiful Luck. There's no "halfling" in those scenarios.</p><p></p><p></p><p></p><p>Because the mechanic doesn't match the metaphor. The mechanic is fine, but it doesn't match the image they're trying to provoke.</p><p></p><p>Let's look at Portent as another example. You'll be surprised to hear that Portent is one of my favorite features in the game. This is because of the way the mechanic and the metaphor interact. The character's involvement with the feature ends after the player makes the two Portent rolls. When the player decides to use one of the Portent die, the character isn't doing anything at all, which you can tell because there aren't any limits on when a roll can be replaced other than you need to be able to see it happen, nor is there any use of action economy. The character merely passively watches the event unfold as they foretold earlier that day when they caught a glimpse of their own future. It's exceptionally well-written in that regard.</p><p></p><p>Compare to wild magic sorcerer's Bend Luck feature, in which you use a reaction to subtly alter a roll, with the metaphor of actively manipulating luck. This is also a really good feature from a mechanic-matching-metaphor perspective.</p><p></p><p>Bountiful Luck is mechanically similar to Bend Luck and all other current uses of reactions. You might be able to ignore that, but it carries weight. Using a reaction heavily suggests not only that some sort of action is required from the Halfling, but that there is also something that the Halfling is reacting to. </p><p></p><p>That's where my problem with the feature is. It wants to be like Portent or Lucky, something passive and effortless, but it plays like Cutting Words or Bend Luck, which require the character to actively respond to an event. Like I said earlier, luck doesn't come from you (unless you're magic), it happens to you. That's the beginning and ending of my argument.</p></blockquote><p></p>
[QUOTE="Colder, post: 7714314, member: 6807965"] Because it is? The fact this takes enough effort to be considered a reaction is slapstick. It's cutesy. It's taking halflings a step closer to Kender. Luck doesn't come from you (unless you're magic), it happens *to* you, which is why your real life examples don't really apply to the metaphor for Bountiful Luck. There's no "halfling" in those scenarios. Because the mechanic doesn't match the metaphor. The mechanic is fine, but it doesn't match the image they're trying to provoke. Let's look at Portent as another example. You'll be surprised to hear that Portent is one of my favorite features in the game. This is because of the way the mechanic and the metaphor interact. The character's involvement with the feature ends after the player makes the two Portent rolls. When the player decides to use one of the Portent die, the character isn't doing anything at all, which you can tell because there aren't any limits on when a roll can be replaced other than you need to be able to see it happen, nor is there any use of action economy. The character merely passively watches the event unfold as they foretold earlier that day when they caught a glimpse of their own future. It's exceptionally well-written in that regard. Compare to wild magic sorcerer's Bend Luck feature, in which you use a reaction to subtly alter a roll, with the metaphor of actively manipulating luck. This is also a really good feature from a mechanic-matching-metaphor perspective. Bountiful Luck is mechanically similar to Bend Luck and all other current uses of reactions. You might be able to ignore that, but it carries weight. Using a reaction heavily suggests not only that some sort of action is required from the Halfling, but that there is also something that the Halfling is reacting to. That's where my problem with the feature is. It wants to be like Portent or Lucky, something passive and effortless, but it plays like Cutting Words or Bend Luck, which require the character to actively respond to an event. Like I said earlier, luck doesn't come from you (unless you're magic), it happens to you. That's the beginning and ending of my argument. [/QUOTE]
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