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Lots of good ideas here! As for me, for the love of Gru, have the story of the module be logically consistent!

Don’t have a situation where (for example) the villain has a freakin’ army yet decides to destroy a village of like 20 unarmed peasants by poisoning their water supply.


I play on VTT and I also keep a stack of poker chips in front of me to remind me to hand out Hero Points.


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Henro wrote:
Thomas5251212 wrote:
And as usual the element that your success or failure as a caster is dependent on the GM's die rolls, not yours doesn't help.
This is somewhat incidental, but I find this varies greatly from player to player. Some of my players enjoy rolling, some are ambivalent on who gets to roll, and I even have a guy who hates his dice luck and prefers to do as few rolls as possible.

It seems to me that that is a slightly different issue. If I roll a d20 and get a 7, I really have no expectation that my spells was a success.

If the spell has a saving throw and the DM only tells me my spell failed, I have no idea whether I was unlucky, the monster was immune or I simply targetted a strong save (particularly with something like the Barghest where Recall Knowledge is unlikely to be successful).