Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The old soft shoe...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Greenfield" data-source="post: 5480644" data-attributes="member: 6669384"><p>A couple of points about our game, one general and one specific.</p><p></p><p>Our game world is a collective one, where each player also takes turns as the DM. We have an over all campaign goal that each adventure is supposed to work towards, but it's more a campaign theme than a hard objective. We came up with a wold concept, set a goal, and then have fun with it.</p><p></p><p>Changing the way Raise Dead works was a group decision, not something imposed by a single DM. It makes bringing back the dead an adventure in and of itself, and rare enough that it's the stuff of legends. </p><p></p><p>The minimum needed is Plane Shift, which happens to be the same level as Raise Dead (conveniently enough). According to the SRD, it deposits you on the "first layer" of layered planes, which in this case would be the gates to the Land of the Dead, or "Death's Door" as some might put it. You can't shift, gate, portal, etc. directly *from* the underworld, you need to get back outside those gates.</p><p></p><p>I can't really complain about the "No raise dead" rule because I'm the one who suggested it. We've used it in other campaigns and it worked out wonderfully. It made for grand adventures and a depth of story that gave the tales the feel of a legend. Good stuff all the way.</p><p></p><p>The more specific point is that the battle didn't run at all the way anyone expected. The DM rolled a total of seven critical hits on our main meat shield over the course of three rounds. That's right, natural 20 after natural 20, round after round, right in front of everyone.</p><p></p><p>And our dice were as cold as I've ever seen. Not just missing our attacks, but natural 1 after natural 1, round after round. Our main meat shield managed to hit exactly zero times over the course of 5 rounds. My Bard managed to roll 1s every round for 3 rounds.</p><p></p><p>The way the dice were rolling, we would have lost that fight to a girl scout troop.</p><p></p><p>But you know something? That kind of thing happens, and knowing when to run away is part of good strategy. The fact that we didn't was our fault, not the DM's and not the dice.</p><p></p><p>But all of that is beside the point, a freak event in a single game.</p><p></p><p>The DM has every right to alter any dice roll any way he or she wants, and if they say that there's an eclipse two days in a row, then that's what happens. So I'm not exactly complaining about my character not dying on schedule. I'm just asking how others how the feel about pulling punches in a game.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5480644, member: 6669384"] A couple of points about our game, one general and one specific. Our game world is a collective one, where each player also takes turns as the DM. We have an over all campaign goal that each adventure is supposed to work towards, but it's more a campaign theme than a hard objective. We came up with a wold concept, set a goal, and then have fun with it. Changing the way Raise Dead works was a group decision, not something imposed by a single DM. It makes bringing back the dead an adventure in and of itself, and rare enough that it's the stuff of legends. The minimum needed is Plane Shift, which happens to be the same level as Raise Dead (conveniently enough). According to the SRD, it deposits you on the "first layer" of layered planes, which in this case would be the gates to the Land of the Dead, or "Death's Door" as some might put it. You can't shift, gate, portal, etc. directly *from* the underworld, you need to get back outside those gates. I can't really complain about the "No raise dead" rule because I'm the one who suggested it. We've used it in other campaigns and it worked out wonderfully. It made for grand adventures and a depth of story that gave the tales the feel of a legend. Good stuff all the way. The more specific point is that the battle didn't run at all the way anyone expected. The DM rolled a total of seven critical hits on our main meat shield over the course of three rounds. That's right, natural 20 after natural 20, round after round, right in front of everyone. And our dice were as cold as I've ever seen. Not just missing our attacks, but natural 1 after natural 1, round after round. Our main meat shield managed to hit exactly zero times over the course of 5 rounds. My Bard managed to roll 1s every round for 3 rounds. The way the dice were rolling, we would have lost that fight to a girl scout troop. But you know something? That kind of thing happens, and knowing when to run away is part of good strategy. The fact that we didn't was our fault, not the DM's and not the dice. But all of that is beside the point, a freak event in a single game. The DM has every right to alter any dice roll any way he or she wants, and if they say that there's an eclipse two days in a row, then that's what happens. So I'm not exactly complaining about my character not dying on schedule. I'm just asking how others how the feel about pulling punches in a game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The old soft shoe...
Top