Using consequences and rewards for rolling natural 1/20s can add a lot to the game. Anyone have any favorite memories?
One of my (newer) players plays a mountain dwarf fighter (At the time he was a really bad murder hobo) ... his flaws are literally “I’m deathly afraid of women and I like to break things”
Anyways I started my home-brew campaign in a tavern. As soon as he walked in he challenged everyone he could see to an arm wrestling match. Eventually after beating everyone in the tavern he got to the captain of the guard, who was simply enjoying his drink. He challenged the captain to an arm wrestling match. The captain agreed.
I had him roll a strength check vs the NPCs strength check. He rolled a natural 1 and the npc rolled a natural 20. The 1 in 400 chance completely wrecked him.
After about two seconds of them holding each other in check, the captain thrust his arm down so hard that the dwarf got flipped over the table andfell on his head. All 280 pounds of dwarf landed on his head and he got knocked out. It was a killer way to start the campaign.
My favorite nat 20s are for those unexpected charisma checks. Our rogue decided to wink at the shopkeeper's wife and she decided to run off with him the very next morning...the shopkeeper still agonizes over it every time we see him.
One thing I always love to do when I have low rolls is state something really obvious. When my players want to do a perception check and get natural ones I tell them something along the following lines. With other players involved and time this usually is just a very funny scene and not very impactful aside from the failed check.
You see a door, it's a nice door, nothing strange about it. (Door is half smashed in)
It's a wall. (runes covering it)
There is an empty room. (there is clearly a dining table with chairs)
What sky? This is some interesting dirt your standing on. Is that Loam?! (General check)
There are no books there. You don't see any books. (In a library filled to the brim)
You hear nothing. (A loud crash happens in the distance). Yep, nothing.
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Using consequences and rewards for rolling natural 1/20s can add a lot to the game. Anyone have any favorite memories?
One of my (newer) players plays a mountain dwarf fighter (At the time he was a really bad murder hobo) ... his flaws are literally “I’m deathly afraid of women and I like to break things”
Anyways I started my home-brew campaign in a tavern. As soon as he walked in he challenged everyone he could see to an arm wrestling match. Eventually after beating everyone in the tavern he got to the captain of the guard, who was simply enjoying his drink. He challenged the captain to an arm wrestling match. The captain agreed.
I had him roll a strength check vs the NPCs strength check. He rolled a natural 1 and the npc rolled a natural 20. The 1 in 400 chance completely wrecked him.
After about two seconds of them holding each other in check, the captain thrust his arm down so hard that the dwarf got flipped over the table andfell on his head. All 280 pounds of dwarf landed on his head and he got knocked out. It was a killer way to start the campaign.
My favorite nat 20s are for those unexpected charisma checks. Our rogue decided to wink at the shopkeeper's wife and she decided to run off with him the very next morning...the shopkeeper still agonizes over it every time we see him.
One thing I always love to do when I have low rolls is state something really obvious. When my players want to do a perception check and get natural ones I tell them something along the following lines. With other players involved and time this usually is just a very funny scene and not very impactful aside from the failed check.