Yes . Yes . Thank you . <| sep |> That happens to me with t shirts . I own very few shirts that aren ' t just a solid colour , so seeing one of the few shirts I own with a design being worn by someone on TV is always surprising . <| sep |> No , you just enable XMP in the bios . 300015 is good . Anything past 2133 is overclocking and requires a z motherboard . <| sep |> I can help you hold them ! <| sep |> Those are big and deep paw marks , calling fake <| sep |> This is going to turn this site upside down . <| sep |> tldr Make the players make more saves to try to force them to burn their luck points . But this is not the goal , as not spending their points can be just as bad or good a decision as spending them . Whether they made the right call or not depends on whether they pass or fail their save now doesn ' t it ? Use monsters and effects that make them burn through their luck points early on make them save against things that use their lowest ability scores . They ' ll probably want to hang on to them early in the encounter wanting to not waste them , believing things will only get more difficult . This is ok . While they are saving them , they will likely be suffering fromfeeling the impact of the consequences caused by the adverse effects thrown at them . That they choose not to spend their luck points means they most likely had to spend resources else where to compensate whether that is nullifying the effect , or defeating the source of the effect as to prevent further consequence . If they don ' t save them , well they just spent those troublesome luck points too soon and will regret it . Put them under pressure . The decision to spend or not to spend their luck points should be a good source of tension which makes them feel that much more valuable . This type of resource management provides challenge , which in turn provides enjoyment . Accomplish this by having encounters occur in waves so that they can ' t get to take long rests to get their points back so easily .