D&D 5E I reject your reality and substitute my own!

Mort

Legend
Supporter
So how many abilities actually allow a player to do this to the DM?

I can think of 3 of the top of my head :

1. Portent - the obvious one that allows the diviner to stick in one of his rolls;

2. The lucky feat;

3. The urchin ability to take only half the time in navigating a city. Quite powerful in the right hands!

Others?
 

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Ovinomancer

No flips for you!
So how many abilities actually allow a player to do this to the DM?

I can think of 3 of the top of my head :

1. Portent - the obvious one that allows the diviner to stick in one of his rolls;

2. The lucky feat;

3. The urchin ability to take only half the time in navigating a city. Quite powerful in the right hands!

Others?
So, after you posted this in the other thread, I thought some more about it, and only 3 really counts for this. 1 and 2 both don't change the fiction, they change the resolution of something already in progress. I can't use portent to summon a secret door in the wall in front of me, to lean on the old standby of narrative games, I can only use it for something the GM has determined is already uncertain. Same with Lucky. The urchin ability, on the other hand, may very well summon secret doors, if in a limited fashion.
 

MarkB

Legend
Plenty, I should think.

"Being an elf" comes to mind.

"Oh, you put me to magical sleep? Yeah, I don't do that."

"Oh, that saving throw I just failed was against a charm effect? Yeah, I get to roll that again."
 

Mort

Legend
Supporter
So, after you posted this in the other thread, I thought some more about it, and only 3 really counts for this. 1 and 2 both don't change the fiction, they change the resolution of something already in progress. I can't use portent to summon a secret door in the wall in front of me, to lean on the old standby of narrative games, I can only use it for something the GM has determined is already uncertain. Same with Lucky. The urchin ability, on the other hand, may very well summon secret doors, if in a limited fashion.
Well certainly not nearly as much sure.

But they can change the dictated outcome of an event, so affect the fiction just enough to count IMO.
 

CleverNickName

Limit Break Dancing
Regarding the Lucky feat, I don't think it works quite that way. I mean, it can turn a miss into a hit sometimes, but it won't make a trap appear on a chest if there wasn't one to be found in the first place. This actually happened in my game.

The rogue was searching a chest for traps, and rolled really low...like a 2 or something. I responded, "The chest doesn't appear to be trapped." Which would have been the truth no matter what he rolled...the chest wasn't trapped.

"I am going to use my Lucky feat," the player said, and rolled again. "Yeah, nat-20!" he shouted. "Now I'd like to disarm the trap!"

"The chest doesn't appear to be trapped," I repeated.

"But I rolled a nat-20!" the player insisted. "I totally found the trap!" It never occurred to him that there was never a trap there for him to find. When I explained that to him, he accused me of wasting his Luck points.

Come On What GIF by MOODMAN
 
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Mort

Legend
Supporter
Regarding the Lucky feat, I don't think it works quite that way. I mean, it can turn a miss into a hit sometimes, but it won't make a trap appear on a chest if there wasn't one to be found in the first place. This actually happened in my game.

The rogue was searching a chest for traps, and rolled really low...like a 2 or something. I responded, "The chest doesn't appear to be trapped." Which would have been the truth no matter what he rolled...the chest wasn't trapped.

"I am going to use my Lucky feat," the player said, and rolled again. "Yeah, nat-20!" he shouted. "Now I'd like to disarm the trap!"

"The chest doesn't appear to be trapped," I repeated.

"But I rolled a nat-20!" the player insisted. "I totally found the trap!" It never occurred to him that there was never a trap there for him to find. When I explained that to him, he accused me of wasting his Luck points. -smh-

Thai is accurate.

The first 2 really only probability, the third ACTUALLY can alter reality.
 

I mean, Wish. Most high level spells in some fashion, but especially that one. More regularly, Shield and Counterspell.

Most of the background abilities "just work". It's kind of my problem with them as presented. While it's satisfying to have an ability work that says "you automatically do X", it's not very interesting for an adventure. Sage says you know where to learn something you don't know offhand. Outlander says you never really get lost. It's just odd. I'd like a bit more depth there, I think. Not a lot, but a little.
 


robus

Lowcountry Low Roller
Supporter
The rogue was searching a chest for traps, and rolled really low...like a 2 or something. I responded, "The chest doesn't appear to be trapped." Which would have been the truth no matter what he rolled...the chest wasn't trapped.
I feel the player’s pain and wonder why you had them roll in the first place, if there was no chance of failure?
 

CleverNickName

Limit Break Dancing
I feel the player’s pain and wonder why you had them roll in the first place, if there was no chance of failure?
The rogue said he wanted to search for traps, so I asked him to make an Investigation check. I didn't bait him or twist his arm; he asked to do it all on his own.

It would have been different if I had asked him to make the check, or if I had said "Hey, would you like to search that chest for traps? It looks awful suspicious just sitting there." But I didn't. I just told the group that there was a chest at the foot of this altar they had found, and he immediately went all Indiana Jones on it.

Plus he interrupted my room description to make that announcement, and it irks me when players do that. So I was already unsympathetic to his plight.
 
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