• Miles O'Brien@startrek.website
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    2 months ago

    I’m always a fan of “best possible outcome” for 20, and “worst possible outcome that doesn’t immediately kill anyone” for nat1.

    If you’re 2ft tall and trying to destroy an iron wall and roll a 20, you successfully scrape some iron off the wall. It doesn’t just collapse spontaneously. If you roll a 0 1, your attack bounces off and your weapon breaks. Luckily it didn’t rebound and hit you.

    It makes things more believable, however rule of cool is obviously above that. So if you can do a flip off a cliff onto the back of a dragon and convince it to attack the tarrasque for you before it eats you, and roll a 20 for all that, you better believe that dragon now considers you it’s deity, and will die in a ball of flames, acid, ice, etc, in your name while flying headfirst down the tarrasque’s throat. The tarrasque obviously dies from this, since it’s so epic.

    I guess it really depends on the stakes.

  • AngryCommieKender@lemmy.world
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    2 months ago

    The annoying one is when you roll a nat 20 on initiative, and that just gives you an initiative score of 34 (+3 Dex mod, +4 Improved Initiative, +7 Epic Improved Initiative,) and somehow the monk still goes first.

    Admittedly my wizard wasn’t gonna leave much in the way of cleanup once she took her turn.

      • AngryCommieKender@lemmy.world
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        2 months ago

        Lol, I’m pretty sure that it wouldn’t have even phased him at that level. I preferred casting direct damage force/sonic spells. One shot the big bad was my favorite tactic, and the DM claimed he was trying to make the encounters hard to deal with. If I let anything live for more than one turn of hostilities, they probably would have been.

        • RamenJunkie@midwest.social
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          2 months ago

          I mean, one shotting you ally monk also works to stop them from stealing initiative but it feels a little chaotic evil.