What are you adding?
-
6 - a note with a sandwich that reads “I can’t wait to spend more time with you and the grandkids, enjoy your last day!” Along with retirement papers.
Extra points if the slain party is a guard or other law enforcement official.
-
Nice. Let’s balance this out a bit at the other end:
98 - A scroll containing a detailed plan to burn down the nearest orphanage.
99 - Pockets full of napkins inscribed with insane anti-gnome racist gibberish.
100 - A magic communication stone that, if activated, creates a magic audio connection with the lead villain of the current story arc.
-
I think it’s so that it’s really low odds because you have lots of fights. Wouldn’t feel real if every third encounter had something like that.
I’d just turn it into a running joke that roughly 50 different bandits have the same picture of the same woman in a locket, and another 30 keep sending money to the same “mother”. Then I’ll make a cult where the phrase “For the light in my darkness” is some twisted mantra.
-
How to roll 100:
- take 10 sided die, roll once
- take that number and multiply by 10
- roll 10 sided die again
- add that to the number from #2
- add 1 (otherwise it would be 0-99, not 1-100)
Wouldn’t that give you 11-100? l The Lowest number on a dice is 1, and 1×10 gives you 10.
The formula would have to be
((d10-1)×10)+d10=x≥90⟹y=(y+1)⟹z>1(d2)
So you’d still have to flip a coin on reaching a result of 90+ in order to know if you add a +1 or not as well or else you can’t get 90 as a result either.
(This is assuming you have a d10 that’s 1-10 btw and not 0-9!)
-
Modify step 2 so you subtract 1 from the roll first, then multiply by 10. That way if you roll a 1, the 10’s digit becomes a 0.
Then you get 1 to 99
-
Nice. Let’s balance this out a bit at the other end:
98 - A scroll containing a detailed plan to burn down the nearest orphanage.
99 - Pockets full of napkins inscribed with insane anti-gnome racist gibberish.
100 - A magic communication stone that, if activated, creates a magic audio connection with the lead villain of the current story arc.
Anti-gnomery isn’t bad.
-
100 - “ICE” patches.
-
Extra points if the slain party is a guard or other law enforcement official.
Don’t link to TV Tropes without a warning.
-
Last name MakeaWillSaveOrTakePsychicDamage?
NP, my char has the psychopath trait.
-
If your group didn’t sign up for a gritty realistic setting do not hit them by a surprise like that. Guilt and depression are not emotions you should bring to a typical high fantasy table. Not every game needs to be edgy.
-
Our first use of the speak with dead spell revealed that the bandit had a cousin in Neverwinter. I made it my personal quest to find her and give her news of her cousin’s passing.
-
Our first use of the speak with dead spell revealed that the bandit had a cousin in Neverwinter. I made it my personal quest to find her and give her news of her cousin’s passing.
“thank fuck that asshole is dead”
-
You’re not too far off. But she said it nicer.
-
I’m sorry, if the bandits didn’t want to get killed, they shouldn’t have jumped adventurers. I’m sorry if they had a home life, but it’s not my fault my group defended itself.
-
“Oh wow, those scumbags really stole all that worthless, sentimental stuff before they ran into us? Serves 'em right then.”
-
Is anyone else tired of murderhobo being ascribed to anytime a party kills anything? “How dare you murderhobo that mindflayer!” “How dare you murderhobo that zombie!”
Now, while I get the point of the post is that the bandits are still people, my comment doesn’t refute that point. The point of my comment is that a DND is expected to kill in the campaign sometimes, and calling the party murderhoboes for doing so every time it happens is kinda condescending. In addition, the bandits deliberately attempted to murder the party for their money. The adventurers fought back and weren’t able to pay attention to how lethal their strikes were. It adds more realism to do as the post describes, but it doesn’t make the bandits better people than the party
-
Wouldn’t that give you 11-100? l The Lowest number on a dice is 1, and 1×10 gives you 10.
The formula would have to be
((d10-1)×10)+d10=x≥90⟹y=(y+1)⟹z>1(d2)
So you’d still have to flip a coin on reaching a result of 90+ in order to know if you add a +1 or not as well or else you can’t get 90 as a result either.
(This is assuming you have a d10 that’s 1-10 btw and not 0-9!)
there’s a 0 on the die
to roll 1:
1st, 0 x 10 = 0
2nd, 0+0 = 0
add 1, 0 + 1 = 1to roll 100:
1st, 9 x 10 = 90
2nd, 90 + 9 = 99
add 1, 99 + 1 = 100 -
Well, no, that’s not exactly what you said. And rolling with a percentile die means you do not need to add anything. A result of 00 and 0 is the 100. And your way makes rolling a 1 impossible.
that is a different way of doing it I didn’t think about but my method still works
to roll 1:
1st, 0 x 10 = 0
2nd, 0+0 = 0
add 1, 0 + 1 = 1to roll 100:
1st, 9 x 10 = 90
2nd, 90 + 9 = 99
add 1, 99 + 1 = 100that’s the exact same except you count 0 AS 100 instead of adding 1
-
My group would start collecting the shit like Pokémon cards and then want to know the value of the “art objects”.