Seagull

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Goblin Squad Member. Organized Play Member. 2 posts (3 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters.


Vigilant Seal

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MagusJanus wrote:
Chengar Qordath wrote:
MrSin wrote:
Here's another one, if you roll too high you do too well and fail. That one drives me a little nuts.

Ugh, that one. It's especially annoying since it usually seems to stem from GMs getting pissy over players doing too well.

Roll too high on Intimidate? The target faints in terror or runs away screaming at the top of his lungs.

Roll too high on Diplomacy to gather information? Instead of getting useful information, you get one useful thing buried in dozens of irrelevant facts.

Roll too well on your attack? You hit the monster so hard your weapon gets stuck in it's hide.

That would get beyond tiring in a hurry. The GM would have to be replaced after doing that enough times.

I will admit to being guilty of one shining example of this, and my girlfriend (who was the victim of this example) has never let me live it down. She (a paladin of Sarenrae) was attempting to proselytize an annoying but generally non-threatening tribe of goblins. Nat 20 Diplomacy. I ruled that the goblins were so moved by her words that anyone other than a believer in Sarenrae (including their compatriots) were heretics and infidels and needed to be purged. It turns out that critically succeeding on a skill check and having it (literally) blow up in your face is not a fun experience.

It's... actually kind of sad that my worst GM story is about myself.