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Wandering Adventure Party

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  3. I"ll take one godmode

I"ll take one godmode

Scheduled Pinned Locked Moved RPGMemes
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  • _ _stranger_@lemmy.world

    At the “get out of Dodge” part of an Avernus campaign, the party had to split up to solve a puzzle to get to the top of a chained floating island. Everyone had their own last stand encounter (they knew it was coming and got to prepare). The Monk in the party just noped out and ran up a kilometer long chain watching all the mobs chasing him slowly fall away and die behind him as they chased him. Even without a nat 20 his dex was higher than a blazed giraffe.

    The second lamest person in that party rode a nightmare to the top, after driving his hell machine off a cliff to get more air, he dipped, summoned his nightmare, and watched the miniboss plummet into hell lava with his death tractor. I made him roll for that shit after he announced what he wanted to do and he hit a nat 20. I didn’t argue rules with the dice, it was too cool. He had crippled the things wings so it couldn’t fly off. Absolute dick move on his part. All of it hilarious.

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    mushroommunk@lemmy.today
    wrote on last edited by
    #14

    Absolutely love it.

    For ages I’ve had an itch to do a higher level campaign (or maybe adapting Godbound) where the Great Modron March inadvertently unleashes the chaos of Avernus upon other planes.

    Figured a “great escape from lava” section would actually be my start.

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    • S soup@lemmy.world

      -1 Charisma has given me a few zeros.

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      a_union_of_kobolds@lemmy.world
      wrote on last edited by
      #15

      Yeah but not natural 0s

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      5
      • W wolflink@sh.itjust.works

        Don’t you use a 21 sided die?

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        its_kim_love@lemmy.blahaj.zone
        wrote on last edited by
        #16

        I used to have one. It had three different faces with 7 sides each. It was from some math game, but the faces were a triangle, a square, and a circle. No idea how you would use it, but it acted as a fancy D3.

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        • Miles O'BrienS Miles O'Brien

          I’m always a fan of “best possible outcome” for 20, and “worst possible outcome that doesn’t immediately kill anyone” for nat1.

          If you’re 2ft tall and trying to destroy an iron wall and roll a 20, you successfully scrape some iron off the wall. It doesn’t just collapse spontaneously. If you roll a 0 1, your attack bounces off and your weapon breaks. Luckily it didn’t rebound and hit you.

          It makes things more believable, however rule of cool is obviously above that. So if you can do a flip off a cliff onto the back of a dragon and convince it to attack the tarrasque for you before it eats you, and roll a 20 for all that, you better believe that dragon now considers you it’s deity, and will die in a ball of flames, acid, ice, etc, in your name while flying headfirst down the tarrasque’s throat. The tarrasque obviously dies from this, since it’s so epic.

          I guess it really depends on the stakes.

          malreynolds@slrpnk.netM This user is from outside of this forum
          malreynolds@slrpnk.netM This user is from outside of this forum
          malreynolds@slrpnk.net
          wrote on last edited by
          #17

          As per Sir Terry Pratchett, a Million-to-one chance succeeds nine times out of ten.

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          • M mushroommunk@lemmy.today

            Everyone always says “make it believable” but I dunno. There’s just something about seeing my players get hyped when I allow the super stupid thing they’re going for and they actually get that 20.

            I’ll take that fun “I’m actually a God” moment every time if I can.

            apotheotic (she/her)A This user is from outside of this forum
            apotheotic (she/her)A This user is from outside of this forum
            apotheotic (she/her)
            wrote on last edited by
            #18

            It depends on the type of game you’re running and its an expectation that should be set from the beginning (as is “whether a 20 is a critical skill check at all”)

            My games tend to be more grounded, so when I have run critical skill checks, they are a success with a reasonable bonus. A critical persuasion check might have the guard believe your phony story but also accidentally let slip some useful info as you’re passing through the gates because he’s let his guard down.

            But in a game where the vibe is more out there and power fantasy-y, heck yeah, let your 20s rewrite reality!

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            • A a_union_of_kobolds@lemmy.world

              How do you roll a zero

              Edit: if thats O’Brien im guessing a transporter problem

              Miles O'BrienS This user is from outside of this forum
              Miles O'BrienS This user is from outside of this forum
              Miles O'Brien
              wrote on last edited by sarge@startrek.website
              #19

              You know, quantum resonance in the Heisenberg compensators. Sometimes the dice spit out an impossible number.

              Don’t even get me started on the time we rolled a natural negative

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              • Miles O'BrienS Miles O'Brien

                You know, quantum resonance in the Heisenberg compensators. Sometimes the dice spit out an impossible number.

                Don’t even get me started on the time we rolled a natural negative

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                angrycommiekender@lemmy.world
                wrote on last edited by
                #20

                Using Gygax’s special dice for 2.5E?

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                • DazharionD Dazharion
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                  angrycommiekender@lemmy.world
                  wrote on last edited by angrycommiekender@lemmy.world
                  #21

                  The annoying one is when you roll a nat 20 on initiative, and that just gives you an initiative score of 34 (+3 Dex mod, +4 Improved Initiative, +7 Epic Improved Initiative,) and somehow the monk still goes first.

                  Admittedly my wizard wasn’t gonna leave much in the way of cleanup once she took her turn.

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                  • A angrycommiekender@lemmy.world

                    The annoying one is when you roll a nat 20 on initiative, and that just gives you an initiative score of 34 (+3 Dex mod, +4 Improved Initiative, +7 Epic Improved Initiative,) and somehow the monk still goes first.

                    Admittedly my wizard wasn’t gonna leave much in the way of cleanup once she took her turn.

                    R This user is from outside of this forum
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                    ramenjunkie@midwest.social
                    wrote on last edited by
                    #22

                    Use your first round to cast Slow on the Monk.

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                    • R ramenjunkie@midwest.social

                      Use your first round to cast Slow on the Monk.

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                      angrycommiekender@lemmy.world
                      wrote on last edited by
                      #23

                      Lol, I’m pretty sure that it wouldn’t have even phased him at that level. I preferred casting direct damage force/sonic spells. One shot the big bad was my favorite tactic, and the DM claimed he was trying to make the encounters hard to deal with. If I let anything live for more than one turn of hostilities, they probably would have been.

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                      • A angrycommiekender@lemmy.world

                        Lol, I’m pretty sure that it wouldn’t have even phased him at that level. I preferred casting direct damage force/sonic spells. One shot the big bad was my favorite tactic, and the DM claimed he was trying to make the encounters hard to deal with. If I let anything live for more than one turn of hostilities, they probably would have been.

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                        ramenjunkie@midwest.social
                        wrote on last edited by
                        #24

                        I mean, one shotting you ally monk also works to stop them from stealing initiative but it feels a little chaotic evil.

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