Tee-hee!

shilsen said:
Heh! In one of my two groups, I actually find myself in the opposite position sometimes, where a player makes a crappy roll and says automatically, "I miss" and I then have to point out that she actually hit. Ah, newbies!

Heh. In the same session, a witch cast an enchantment of some sort at the dwarf ranger. "Make a Will Save," the DM said.

"... oh. 13."

"Really? Thirteen, you say? I don't think that's quite enough," the DM giggled.

"Uh," I asked the player, "... aren't you a dwarf?"

It took a bit of checking the racial features on his character sheet before he saw what I was getting at. "Oh! +2 to save vs spells! Then it's 15."

The DM glared at me :) :)

KaeYoss said:
I love the look on a DM when he finds out that something just went quite wrong.

Heh. That session, the big one was when the dwarf and the halfling got separated from the party by a split-the-party trap. The portcullises came down, the big stone blocks hid them from view, and when the big stone blocks came up again, they were gone!

Unfortunately for the witches, what was supposed to happen was that the knockout gas renders the captives unconscious before the elevator delivers them, helpless, to the doorstep. What actually happened was "The chamber fills with gas! Make Fort saves."

"26."
"23."
"Bloody hell."

The DM was most put out at actually having to run the game as two separate threads for the two completely conscious groups :) :)

-Hyp.
 

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I do love the feeling of rolling a 3 and still hitting.

But I get that feeling one of two ways. The first is as a DM, adjucating, say, half-black dragon skullcrusher ogres. "Oh, he rolled a three... let's see... plus eighteen... he hits! You take twenty damage." And the players groan and try to take it down before it crushes them to paste, that sort of thing.

The second way is because my character in the game I play in is a warlock. I love low touch ACs.

Demiurge out.
 


KaeYoss said:
Like the time when our DM planned a whole session around a two-week journey, and we wind walked.
Teleport (in general and in combination with scrying), windwalk and divination spells can kill nearly each adventure .....
 

yennico said:
Teleport (in general and in combination with scrying), windwalk and divination spells can kill nearly each adventure .....

First time's always the worst. The PC's rise in power, and the DM doesn't realize what it means. So when they start kicking the usual laws of time and space with their feet - and getting away with it, some DM's are just not prepared for it.

This DM, though making the fault of not monitoring the powers and potential abilities of the party, let it happen in good grace, filing it away as a lesson learned. Another started to get cranky about it, including railroading us in quite implausible ways to use normal transportation.
 

That reminds me of the half-fire giant my one player is using (it's from bastards and bloodlines, can't recall the name). They were fighting a bunch of ghasts (in the Bonegarden), and he rolled a 2. I was about to move to the next person, and he says "does 22 hit?" I blinked.

Needless to say, the Ghasts were toast. After realizing how well he wades through the masses, he wants to take combat reflexes now (because of his high attack and his reach). Granted, his downfall is that his level adjustment brings him down a bit from the others, but who cares when you're a meat-grinder? :D



Chris
 

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