At certain points in which a player would do so well, so poorly or simply be completely lost on what to do, a luck roll can be utilized. Luck represents rolling so well you effortlessly succeed or blindly stumbling into a solution.

A luck roll is composed of the following:

1d20 Base plus your Luck modifier:
Wisdom modifier – Your ability to read the situation
Charisma modifier – Your ability to roll with the punches instead of relying on procedure and memorization
Constitution modifier – Your ability to push forward despite obstacles.

The DM can call for a luck roll when they deem it appropriate. Generally this occurs when rolling a 20 and would allow you to receive more benefit than the skill check allows, or when you roll poorly and it would be vastly more beneficial/interesting/easier for the DM to have you succeed. A luck roll may also be allowed when a character’s intuition is correct but they fail only because of a poor dice roll. Luck rolls made in this way will almost never harm the PC.

A player may petition the DM for a luck roll in place of a skill or ability check, to add a +2 bonus to attack rolls or saving throws or any other roll in which success or failure was mainly due in part of the dice. The DC for this will generally be unknown, though if used against an enemy it will usually be resolved with a luck roll-off. However, if the luck roll does not succeed the DM may issue a penalty to the PC, especially when used for attack and save bonuses. This penalty will be determined based on what is attempted.

Enemies will almost never be allowed luck rolls that aren’t a roll-off against PCs unless they are strong individuals.

Super Lucky


The World of Valden Saitken