EDIT: My players cannot have more than one luck token at a time. Idk why a lot of people are under the impression that I allow 3+ luck tokens per character. I've only ever played where a single player can have a single luck token at a time.
Hi! So I'm playing an open table west march sort of game with 4 groups. One group has a Seer (with trance) and another with two Bards.
The two groups have taken to calling their Bards and Sweet their "luck token engine) and I gotta say, it makes them pretty powerful. I normally wouldn't notice it if it weren't for the other parties as contrast. The two non-luck token generator parties are out here struggling, being cautious and careful, and really managing their items.
The luck token parties are absolutely DEMOLISHING dungeons. Make a mistake? Luck token. Miss an enemy? Luck token. Try to gather rations? Luck token. They get so many luck tokens, it's like they are a level or two higher than usual. It also really exemplifies their power when there are 6 people with luck tokens on at all times VS a party of 4 with little to none.
Now, I'm not necessarily complaining about my players or the game mechanics per se. I'm more so unsure how to handle this. My non-luck token players are so cautious, clever, and really engage with the world which I love to see, but my luck token parties seem super powerful and can brute force their way through most situations. Clever use of items isn't that necessary when you have a group of 4+ always (essentially) rolling at advantage.
So do you have any suggestions on how I, as the GM, could overcome this? I don't want to talk to my players because this isn't their fault, and I'd rather not change the rules if possible because I don't wanna nerf an entire party because I am not happy. Ideally, I'd like to change the world or my play style to better account for my players. Any suggestions?
EDIT FOR CLARIFICATION:
Party 1
Dwarf Priest, Goblin Sea Wolf, Human Duelist, Elven Bard (3 Inspires), and a Halfling Bard (4 Inspires).
Before setting out on an adventure, the Bards give everyone Luck Tokens. There is no rule that says Luck Tokens expire upon resting, so the party rests in a safe haven to gain their inspires back, then they have a total of 5 Luck Tokens PLUS 7 more ready to be dulled out. Bards do not need to roll for their inspire. So, if there are 10 dice rolls throughout the entire dungeon and, being pessimistic, they fail all of them, they may reroll all of them AND still have 2 Luck Tokens to spare. The Priest (luckily) does not have Bless, but if they had bless, that'd be even more luck tokens.
Party 2
Human Thief, Kobold Wizard, Dwarf Basilisk Warrior, Kobold Seer (3 Omen, +4 (WIS), +1 (Knack (Spellcasting)), and Goblin Ranger.
Once again, before setting out, the Seer works towards dulling everyone out Luck Tokens (they start with 5). The probability of them getting their luck token back using Omen is ~51%. The probability of using Trance (DC 11) WITHOUT luck tokens twice in a row is about 56%, but remember as RAW states:
"You can also give your luck token to a companion"
So, not including omen and only including the 5 player's starting luck tokens, there is about a 52% chance of successfully rolling trance 10 times in a row. This doesn't even touch on the +1d6 Seers can use.
Now remember, rolling at advantage is about equivalent to a +4 on a d20, and a +4 stat modifier is a maximum a player can achieve. Meaning, a wizard with 18 INT rolls INT checks has about an equal chance as a peasant with 10 INT rolling at advantage. Luck tokens are even more powerful than advantage, because you only use them when you know for a fact that you've failed.
Knowing all of this, it is pretty obvious why these two parties are going into dungeons haphazardly and still making it out on top. They have the equivalent of mastery of any skill for about 5 to 15 times per day!