Salad Shooter
First Post
My DM usually allows us massive free will in a game...we can ATTEMPT anything we want, if it is something that will probably be fatal, he usually will warn us, unless he thinks we should know better. If we take his planned campaign too far off track, he'll gently and creatively coax us back onto the planned course. Stupid things make the game interesting. I have a character that STILL makes cameos in the game I play in up at school...a rather looney halfling with a rod of wonder...when I was actually playing him, we had this beautiful moment where the big, bad ass leader of the enemies leaped off his wyvern onto the boat we were on, landing right in front of good ol' Elree the Halfling, Elree grinned, pointed the wand, and activated it. I've never seen such a look of horror on the DMs face when he rolled the die to find out the effect. I still think he fudged the roll, which is understandable, because there was no way we should have been able to even think about challenging this guy. I think I went off topic, but still, its the stupid little things that probably won't work that make the game interesting. We have a thing called a Tomba Roll, because this one character, named Tomba, always came up with the hairbrained ideas that MIGHT just work, probably not, though, and always rolled a 1. Leaping out a window, grabbing the drainspout and sliding down...things like that. Yeah, it was unlikely to work, but who's to argue?