It feels like items that provide numerical bonuses take up too much of the magic item economy


Advice

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Also, rolling with +5 becomes much better than rerolling when the target DC is high.
If you need a 19 on the d20, with a reroll your chances go up to 19% (from 10%); if you add +5 to your roll you reach 35% instead.
To be honest, with a reroll you have increased chances to crit succeed too; but in general, I'd rather have a flat bonus if I'm going to attempt a very difficult stunt.


Also keep in mind that Hero Points are NOT roll twice and choose the better result but roll again and take the second result instead.

A true strike disarm attempt that yields a failure and a crit failure plays out very different to a hero point disarm attempt that after getting a failure and rolling again you can get a crit failure instead.


Draco18s wrote:
Staffan Johansson wrote:
Hmm. Perhaps a house rule for those is in order: a hero point can either be used to reroll the die, or to add 1d6 to the result. That would let it work both to cover unexpected bad rolls and to help with near-misses on things you're less good at.

1d6 isn't really that much. Remember that "the best of 2d20" is roughly equivalent to "1d20+5" in terms of statistical outcome.

So 1d20+1d6 is...awful.

If you had to choose once and for all for your whole adventuring career, sure. I'd take the reroll any day. But as an option when you've already rolled fairly well but maybe not enough? That's a different story.

When the lich casts disintegrate on me and I roll a 3 on my save, you bet I'm going to reroll that. But if I already rolled a 12? 12 is not necessarily a success, but I'm likely to get a worse result on a reroll. But getting to add a few points to that result? That's sweet.

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