I currently run a D&D game where rolling a 1 or a 20 in combat can have devastating effects. The critical miss homebrew I have rolls from a random table of about 100 different things (only about 10 of these things have any crazy consequences and none of them cause severe damage, but they can do things like give players disadvantage on their next attacks and etc.) My players all just reached level four and of the five players, three took the lucky feat. Now I have two players who feel cheated by not taking the Lucky feat because every time my other players roll a 1, they immediately use the feat to bypass the tables.
I guess my question is, should I do away with the Lucky feat, change my tables to be milder, or leave it the same?
My suggestion here is to ask your players if they took the Lucky feat because of your critical miss house-rules. That many of the players taking the same feat could be an indicator that they aren't really that interested in that particular house-rule of yours and would rather avoid it, but maybe they didn't think they could just tell you openly that they don't like the rule and try to persuade you to change it or not use it at all.
If your players are wanting to avoid your house-rules, my advice is to let them (whether that means leaving the feat as-is, or altering/removing your house-rule).
A lot of folks just plain don't like extra bad stuff being added to an already guaranteed failure, especially when it ends up making the characters which should be the most proficient-seeming in combative efforts actually the most botch-prone of all characters by way of features like Extra Attack increasing the odds that at least one natural 1 is rolled on the character's turn.
My suggestion here is to ask your players if they took the Lucky feat because of your critical miss house-rules. That many of the players taking the same feat could be an indicator that they aren't really that interested in that particular house-rule of yours and would rather avoid it, but maybe they didn't think they could just tell you openly that they don't like the rule and try to persuade you to change it or not use it at all.
If your players are wanting to avoid your house-rules, my advice is to let them (whether that means leaving the feat as-is, or altering/removing your house-rule).
A lot of folks just plain don't like extra bad stuff being added to an already guaranteed failure, especially when it ends up making the characters which should be the most proficient-seeming in combative efforts actually the most botch-prone of all characters by way of features like Extra Attack increasing the odds that at least one natural 1 is rolled on the character's turn.
^^^ This is really good advice. My advice is to follow this advice.
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I currently run a D&D game where rolling a 1 or a 20 in combat can have devastating effects. The critical miss homebrew I have rolls from a random table of about 100 different things (only about 10 of these things have any crazy consequences and none of them cause severe damage, but they can do things like give players disadvantage on their next attacks and etc.) My players all just reached level four and of the five players, three took the lucky feat. Now I have two players who feel cheated by not taking the Lucky feat because every time my other players roll a 1, they immediately use the feat to bypass the tables.
I guess my question is, should I do away with the Lucky feat, change my tables to be milder, or leave it the same?
My suggestion here is to ask your players if they took the Lucky feat because of your critical miss house-rules. That many of the players taking the same feat could be an indicator that they aren't really that interested in that particular house-rule of yours and would rather avoid it, but maybe they didn't think they could just tell you openly that they don't like the rule and try to persuade you to change it or not use it at all.
If your players are wanting to avoid your house-rules, my advice is to let them (whether that means leaving the feat as-is, or altering/removing your house-rule).
A lot of folks just plain don't like extra bad stuff being added to an already guaranteed failure, especially when it ends up making the characters which should be the most proficient-seeming in combative efforts actually the most botch-prone of all characters by way of features like Extra Attack increasing the odds that at least one natural 1 is rolled on the character's turn.
^^^ This is really good advice. My advice is to follow this advice.