• Sanctus@lemmy.world
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    1 year ago

    “You sure can try” is a favorite of mine. I have exactly one player who has figured out what this means after 3 years.

      • Sanctus@lemmy.world
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        1 year ago

        It ads dimensions to the characters and my players like it. Haven’t you ever tried something monumentally stupid? But if it would just work your wildest fantasies would suddenly become reachable? We make those moments for our characters, too. Hell, I have looped back around to one of these failed attempts at the end of the session and turned it into a solution. (Barb wanted to throw a small fort, at the end got a temporary magic item that allowed them to block a monster-spewing hole with said fort). Its fun. I didn’t even mean for the item to be used in that way when I made it prior to the session.

    • Razzazzika@lemm.ee
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      1 year ago

      Yep. Had a player in my Sunday campaign just a week or two ago that sat there rolling and rolling to bash down a door and he just couldn’t overcome the damage resistance. I let him keep rolling a bit until he tired out lol.

    • acockworkorange@mander.xyz
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      1 year ago

      When I hear this what I listen is “go ahead if it’s reasonable for your character to think it’s a good idea”, then I look down at the sheet of the current dimwit I’m playing to figure out how I’m going to role-play the idiot trying.

      • Sanctus@lemmy.world
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        1 year ago

        Thats the spirit right there! Roll a constitution save! Those rocks aren’t sitting well.

    • Shyfer@ttrpg.network
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      1 year ago

      But then you get players who complain that “they couldn’t even succeed with a 20?!” And they complain why did you let them roll.

      Of course if your players are used to that party of your style, that’s fine.

      • _stranger_@lemmy.world
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        1 year ago

        if they’re int/dex/str, I make them roll a wisdom check to see if they do something impossibly stupid.

        if they’re wis or cha, they roll deception against themselves with disadvantage. It’s excellent seeing a character literally deceive themselves into doing something dumb.

      • deafboy@lemmy.world
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        1 year ago

        Just frame it as a success. Like our GM.

        GM: Roll a d100

        Player: rolls

        GM: You’ve turned into a fairy.

        Player: What…

        GM: And as you look at yourself, you notice you’re naked.

        Player: But I’ve rolled 90 out of a 100!

        GM: Yes. The fairy IS actually the GOOD outcome!

  • Troy@lemmy.ca
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    1 year ago

    No, you cannot attach a drop to this castle and drag it across the countryside, even with a nat 20.

  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
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    1 year ago

    Look, I’m not gonna tell you the DC so you can just make a note and come back later knowing you can pass. You’re gonna have to see what happens and figure it out. The only time I will ever tell a player they can’t do something, is if they are trying to do something that is against the rules of the game. I might inform them of potential consequences of their actions if they don’t seem to quite understand something that should be obvious, but that’s about it. I also use critical fail and success with skill checks in my games, to make things more interesting. So even if the DC is impossible, a NAT20 may still get you through.

  • agamemnonymous@sh.itjust.works
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    1 year ago

    One of my favorite features of GURPS, lately, is a relatively cheap Advantage (sorta like a Feat) called “Common Sense”. It’s very simple: if you’re about to do something STUPID (emphasis theirs), the GM can tell you that you should probably reconsider your actions.

    And yet, I had to mention it several times for one of my players to consider taking it.