Post by blakeryan on Oct 4, 2016 2:06:08 GMT
Good ep, relevant for new and experienced DMs!
One example as a Player I can think of -
7ft Lizardfolk Ranger with two handed scimitar (tulwar), hires a Human cleric to carry his bags and journal his adventures... attacked by Kobolds. Five rounds in a row the Ranger misses while the Cleric kills one Kobold a round. That point onwards merchants treat the Cleric as the hero and children in the street laugh at the Ranger
Three examples as a DM I can think of -
Ogre Magi laughs and sends his Goblins against the party. 3 rounds in a row the Goblins either miss or do minimum damage. This was frustrating but kinda funny aswell. So the Ogre Magi laugh-cries and asks if the pcs want to work for him.
Players were doing a dungeon bash, they used stoneshape and passwall to go where they want and avoid the many traps/locked doors. They were quickly making very short work of the dungeon, which is great for their creativity, but not challenging since after the first few times they visibly relaxed and seemed less interested in the game. So I decided their moving/altering earth in the dungeon was attracting Xorn (earth beasts). They had abit of a fight but they figured out Xorn like gems, so they threw some gems down the corridor and ran the other direction. So I did not fail at designing the dungeon, but I would have failed if I had of just let them go around everything and let the dungeon become non challenging. Also later the characters were discussing the dungeon with a npc group they knew, and the npcs were excited to learn about the Xorn, and got the pcs to describe it in details and earned 50gp each for giving lore which also increased the pcs reputation as successful heroes.
Characters are fighting Orks, player fumbles and falls prone. I roll five d20 for my five Orks attacks. One of them is a 1, so I assign that 1 to the Ork fighting the prone player character, so the ork confidently goes for the killing blow and slips in the mud falling on top of the character already on the ground. This reduces the immediate threat and provided a funny moment for all.
Re crit hit/fumbles - Here's my homebrew crit fails/success rules -
Critical Hits/Fails in Combat : (build to story - take prisoners, escorted off for questioning, keep game ongoing)
Success : Natural 20 : Roll D6 : 1=Quick-Reaction to do attack vs them. 2=Disarm-They drop weapon, large critters lose natural attack for a round. 3=Scared-Frightened condition for D6 rounds, 4=Tripped them-Prone condition, 5=Vitals-Poisoned condition for D6 hours. 6=Piercing-Armour/Hide damaged -3 AC for D6 hours.
Fail : Natural 1 : Roll D6 : 1=Quick-They use Reaction to attack you. 2=Disarm-They disarm you, 3=Scared-You gain Frightened condition for D6 rounds, 4=Tripped you-Knocked Prone, 5=Vitals-You gain Poisoned condition for D6 hours. 6=Piercing-Your Armour/Hide damaged -3 AC for D6 hours.
• Dexterity/Crafting DC 13 to repair armour.
• Wisdom/Medicine DC 13 to restore from Poisoned condition.
One example as a Player I can think of -
7ft Lizardfolk Ranger with two handed scimitar (tulwar), hires a Human cleric to carry his bags and journal his adventures... attacked by Kobolds. Five rounds in a row the Ranger misses while the Cleric kills one Kobold a round. That point onwards merchants treat the Cleric as the hero and children in the street laugh at the Ranger

Three examples as a DM I can think of -
Ogre Magi laughs and sends his Goblins against the party. 3 rounds in a row the Goblins either miss or do minimum damage. This was frustrating but kinda funny aswell. So the Ogre Magi laugh-cries and asks if the pcs want to work for him.
Players were doing a dungeon bash, they used stoneshape and passwall to go where they want and avoid the many traps/locked doors. They were quickly making very short work of the dungeon, which is great for their creativity, but not challenging since after the first few times they visibly relaxed and seemed less interested in the game. So I decided their moving/altering earth in the dungeon was attracting Xorn (earth beasts). They had abit of a fight but they figured out Xorn like gems, so they threw some gems down the corridor and ran the other direction. So I did not fail at designing the dungeon, but I would have failed if I had of just let them go around everything and let the dungeon become non challenging. Also later the characters were discussing the dungeon with a npc group they knew, and the npcs were excited to learn about the Xorn, and got the pcs to describe it in details and earned 50gp each for giving lore which also increased the pcs reputation as successful heroes.
Characters are fighting Orks, player fumbles and falls prone. I roll five d20 for my five Orks attacks. One of them is a 1, so I assign that 1 to the Ork fighting the prone player character, so the ork confidently goes for the killing blow and slips in the mud falling on top of the character already on the ground. This reduces the immediate threat and provided a funny moment for all.
Re crit hit/fumbles - Here's my homebrew crit fails/success rules -
Critical Hits/Fails in Combat : (build to story - take prisoners, escorted off for questioning, keep game ongoing)
Success : Natural 20 : Roll D6 : 1=Quick-Reaction to do attack vs them. 2=Disarm-They drop weapon, large critters lose natural attack for a round. 3=Scared-Frightened condition for D6 rounds, 4=Tripped them-Prone condition, 5=Vitals-Poisoned condition for D6 hours. 6=Piercing-Armour/Hide damaged -3 AC for D6 hours.
Fail : Natural 1 : Roll D6 : 1=Quick-They use Reaction to attack you. 2=Disarm-They disarm you, 3=Scared-You gain Frightened condition for D6 rounds, 4=Tripped you-Knocked Prone, 5=Vitals-You gain Poisoned condition for D6 hours. 6=Piercing-Your Armour/Hide damaged -3 AC for D6 hours.
• Dexterity/Crafting DC 13 to repair armour.
• Wisdom/Medicine DC 13 to restore from Poisoned condition.