>And then Guybro said he wanted to "Wrestle the Dragon"
>We all looked each other with our mouths open, DM said roll a d20
>Another NAT 20!
>Guybro then WRESTLED the Dragon because of BIG NUMBER, instantly defeating it!
>And then Guybro said he wanted to "Wrestle the Dragon"
>We all looked each other with our mouths open, DM said roll a d20
>Another NAT 20!
>Guybro then WRESTLED the Dragon because of BIG NUMBER, instantly defeating it!
The DM shouldn't have asked for a roll if success was impossible. He should have just told him to fuck off.
Pseud GM advice.
Rolls can also be used to gauge severity of failure. With a very high roll in this case leaving the player with a more managable circumstance than a lower roll.
We already have a tool for that. It's called roll a save vs. death.
I said this and I had a pipe in my mouth and I smirked and held pamphlet and I was cat and then someone hand drew the scene and you posted a picture of the drawing and posted the direct quotation from me.
same but I'm a dog
>And then the Guybro and his friends had a great evening of fun and excitement and they left with a new story to tell all their other friends
>But they had fun the incorrect way so it was all gay and cringe says I, the ugly friendless goblin watching from the bushes, masturbating furiously
>>And then the Guybro and his friends had a great evening of fun and excitement and they left with a new story to tell all their other friends
This exciting new story being, "I won a 5% dice roll and trivialized the challenge the DM made for us"? Who the hell is that supposed to impress? Moments where you earn victory through clever play, where the party scrapes by with single digit HPs all around and the players look at each other having no clue how they scraped through -- that's a story worth someone's time. And it's ultimately better for players long-term, and I'd argue short-term too.
If you can't plan for that 10% chance (nat1 or nat20) of something fucking wild to happen, you're a shit DM. Stat/Rule lawyering is cringe. It's a goddamn fantasy.
See how you don't actually address the point I'm making? Yes, a DM should be able to work with whatever a player rolls, but my point is that you shouldn't give the players victory just because they rolled a twenty. Hell, you shouldn't let them roll to begin with if the check makes no sense or is just impossible. Allowing that kind of bullshit is a slippery slope to turn a game of DnD into a game of arguing with the DM how you can totes punch the thousand year old magic seal until it breaks please let me roll for it please bro come on. I've seen this exact scenario happen before.
>It's a goddamn fantasy
Exactly. It's fantasy, not an absurdist piece. You still have to maintain some level of logical consistency.
You know, the old "fun the wrong way" shtick is getting stale. The real thing here is that a normal session in TTRPGs is a good pace with climax jumping in between their decisions made over the game/story development. These games were you can roll to charm god, just become the TTRPG equivalent of dopamine chasers, which leads to eventual decay of playing till end of a party. People expect this type of play soo much, it's hard to find players for tables that DON'T follow these rules, and then, the "wrong" way of having fun becomes the ONLY WAY of having fun. Which is not fun, for a certain part of the hobby.
I do not see the problem here. If the dice was called, and he rolled a nat20, let him piledrive the fucking dragon.
>characters may only attempt actions with at least a 5% chance of success
letting players roll dice when they attempt impossible things is the only way to keep some players under control. If they know you'll just tell them something is impossible they constantly try EPIC and CRAZY shit for that nat 20 moment
Um, sorry but piledriving a dragon with a single lucky dice roll goes back to Chainmail
He gotta be level 8, though
never heard that one before, fucking hilarious post man, those stupid normalfags am I right
I wish my group could get this enthusiastic anymore.
The worst thing when it comes to that garbage is when the GM tries to roll it back somehow because he wanted you to fail by making you roll again for something stupid.
/tg/ was built on le epic natty 20 stories like this and if it upsets you you might want to consider an alternative discussion forum.
/tg/ was built to be a containment for warhammerfags, fuck off tourist
Well do you play Warhammer then?
That was why it was founded, certainly, but it was built on epic Sir Bearington type greentexts that probably never happened.
>Race: Human (Giant Ancestry alternate racial feature)
>Stats: 20 str 15 dex 16 con 9 int 10 wis 7 cha
>Class: Brawler 12
>(Immediately relevant) Feats: improved unarmed strike, dirty fighting, improved grapple, weapon focus (grapple), greater grapple
This extremely basic build grants a +30 bonus to grapple on a flank (+12 BAB, +5 from strength +1 from giant ancestry +1 from weapon focus, +3 from maneuver training, +4 from improved/greater grapple, and +4 from dirty fighting). A 50 on a check to grapple is just enough to beat an old red dragon's 46 CMD.
Again, this is not a very optimized build.
I don't care how strong the human is, that's cringe anime type shit and shouldn't be able to succeed due tot he sheer size difference.
Mythic heroes are cringe anime shit who do shit like solo an entire army or kill monsters that are nigh-invincible by strangling them to death with their bare hands.
A critical fail or critical success should happen within the parameters of the situation, not the players hopes and dreams.
Crit fumble: drop sword in combat.
Crit hit: more damage.
Social crit hit: King says: I could add an additional 200 gold per party member of you do it fast.
Crit fumble: I'll deduce your taxes before you get the reward to save you the trouble of remembering.