[OOC] WD's Against the Orcs

Well, rolling for Religion against DC 27 is even more likely to fail then rolling for Nature against DC 22. :hmm:

So, yes, I leave it to the diplomats.
Charisma has to be good for something, after all. :)
 

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Excellent post Padreigh even better since it was backed up by an equally good roll.

WD did we get any bonuses for the sucessful intimidation check? I take it that since we've already gotten one successful intimidation we can't do another since it's a secondary skill.
 

If the intimidation check had included the danger of the orcs, I would give a bonus on Nature checks.

It looks like doing diplomacy is your best bet.

Do you want to make seperate rolls or appoint a 'leader'?

Hint: If William succeeds, we will only need one more success from Para. And if he fails, I can go further with the story...
 

If the intimidation check had included the danger of the orcs, I would give a bonus on Nature checks.

It looks like doing diplomacy is your best bet.

Do you want to make seperate rolls or appoint a 'leader'?

Hint: If William succeeds, we will only need one more success from Para. And if he fails, I can go further with the story...

Paranthraxus' best check is going to be Intimidate (+13), but Diplomacy isn't bad (+11). I'd prefer we use a group check in case I roll a freaking 2 again.
 



No need for editing anymore, Insight.

Next time I will use the new DCs.

But two 2s and a 4 in a Skill check?...

Will update the IC thread soon.
 

Lords, Ladies and Gentlebeings, time to look up the wilderness and trekking rules. :p

Why is it that there is never a ranger around when you need one? :)
 

The thing that I find ridiculous is that you can roleplay your heart out, come up with plausible and well-founded reasoning, and still roll a 2. You know what, screw the villagers and Invisible Castle. If they leave, let em leave.
 

The thing that I find ridiculous is that you can roleplay your heart out, come up with plausible and well-founded reasoning, and still roll a 2. You know what, screw the villagers and Invisible Castle. If they leave, let em leave.
I'm sorry, if I upset you. But we agreed to stay with the old rules for this one. And I would have give you a bonus, if the rolls were really narrow (and I didn't count the second intimidate failure). But the rolls were to bad.

I hope you are upset by IC and not by my game :uhoh:
 

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