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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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  • S soup@lemmy.world

    -1 Charisma has given me a few zeros.

    A This user is from outside of this forum
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    a_union_of_kobolds@lemmy.world
    wrote on last edited by
    #15

    Yeah but not natural 0s

    1 Reply Last reply
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    • W wolflink@sh.itjust.works

      Don’t you use a 21 sided die?

      I This user is from outside of this forum
      I This user is from outside of this forum
      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.

      1 Reply Last reply
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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

            A 1 Reply Last reply
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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.

                  A 1 Reply Last reply
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                  • R ramenjunkie@midwest.social

                    Use your first round to cast Slow on the Monk.

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                    A This user is from outside of this forum
                    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.

                      R This user is from outside of this forum
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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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