humble minion
Legend
GMs do roll bad, but sometimes it's all for the best. An example:
Climactic battle of our last campaign, a very, very magicked-up 20th level party against a great red wyrm with aspirations to godhood. He's already killed the fighter, the shadowdancer (my PC) was killed by his general after rolling 7 attack rolls 6 or below while trying for a sneak attack on a badly wounded target. The monk is down to 12hp, the wizard is on half hp, has already used 80% of his spells and melted down his artifact crown trying to hurt the dragon. No luck. Then, the wizard casts his last offensive spell - disintegrate. Save DC 22. Dragon's Fort save modifier about +38. Natural 1. Small pile of dust.
This was, literally, the last throw of the dice. The GM rolled the save in front of us - it that hadn't done the job then we definitely would have lost, and failed in the campaign goal. So the moral of this story: trust the dice - the dice know what's best.
I'm still dark about how my shadowdancer died though...
Climactic battle of our last campaign, a very, very magicked-up 20th level party against a great red wyrm with aspirations to godhood. He's already killed the fighter, the shadowdancer (my PC) was killed by his general after rolling 7 attack rolls 6 or below while trying for a sneak attack on a badly wounded target. The monk is down to 12hp, the wizard is on half hp, has already used 80% of his spells and melted down his artifact crown trying to hurt the dragon. No luck. Then, the wizard casts his last offensive spell - disintegrate. Save DC 22. Dragon's Fort save modifier about +38. Natural 1. Small pile of dust.
This was, literally, the last throw of the dice. The GM rolled the save in front of us - it that hadn't done the job then we definitely would have lost, and failed in the campaign goal. So the moral of this story: trust the dice - the dice know what's best.
I'm still dark about how my shadowdancer died though...