Page 1008 - Prop Comedy

4th Jan 2018, 6:00 AM
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Prop Comedy
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Author Notes:

Newbiespud 4th Jan 2018, 6:00 AM edit delete
Artist: ChrisTheS

Pinkie Pie may be a challenge to write around in a D&D situation, but she's totally worth it.


FanOfMostEverything 4th Jan 2018, 6:02 AM edit delete reply
Please, that's an easy one. When is a cannon not a cannon? When it's been retconned!
BackSet 4th Jan 2018, 6:22 AM edit delete reply
Story time idea: tell a story about a time you or someone you know bent the rules so much the DM became really fed up with you.
Digo Dragon 4th Jan 2018, 7:44 AM edit delete reply
Digo Dragon
Alright, D&D 3.5 campaign where we were playing as 'ourselves' transported to a fantasy world. One of our early fights was with a large pack of gorillas armed with spears. Their size gave them reach to 10 feet, which put a lot of hurt on our melee teammates who needed to close in. I grabbed some scrolls of cure light and positioned myself at diagonals to the enemy. This technically put me at 15 feet away, so that I would not provoke attacks of opportunity when casting the healing spells on my party.

Because I knew how to move and position myself really well to avoid getting hit, I was able to keep our melee teammates up and running the entire time, which really turned around the fight to our victory. I also pointed out to allies where the best spots to stand for flanking were (using single sentence commands to keep my speech as a free action). The GM got so fed up with me that he just ended the fight right there and gave us no loot.
Dragonflight 5th Jan 2018, 3:12 PM edit delete reply
I can sympathize with the GM, actually. We had a guy in our game once who liked to manipulate all the mechanics of the game in his mind. The entire exercise was a process of modeling the situation, the options, and working the desired outcome. So that when you did *exactly* what he told you to do, *exactly* when he told you to do it, the fight ended *exactly* as he predicted.

For instance. When faced with two full-size adult trolls in an underground burrow, the player spent twenty five minutes at least calculating all the possible ways we could combine our actions to kill the trolls in the fastest time. At the end, he positioned us like chess pieces, used spectral hand loaded with about half a dozen kill spells at once, and told us what we'd do, what powers we'd use, and what order we'd do them in.

To absolutely no-one's surprise, the trolls went down in the first round, and were so badly gibbed they would not be able to recover before we made certain they stayed down.

But was it *fun*? Not a chance.

GM's (and other players) don't really enjoy that kind of gaming experience. They don't like a guy who can plot all the ways to rules-lawyer a win out of gaming the system. Maybe it's all just a mathematical challenge to them. But to everyone else, it's crimping their style, and cutting into their enjoyment.

My recommendation? Stop rules-lawyering the game. Yes, you may wind up with a sub-optimal game experience, mechanically. But you and your friends will enjoy it a hell of a lot more.
Freelance 6th Jan 2018, 1:20 AM edit delete reply
Good thing I wasn't the GM. After about two minutes, I would have had gone, "Okay, he's too busy thinking and loses his turn. Next player...!" 25 minutes just for planning? the COMBAT wouldn't have lasted that long, I would think
ChrisTheS 4th Jan 2018, 7:49 AM edit delete reply
Kind of the opposite of bending the rules... my GM got so fed up with me pointing out that you can't critically fail a skill check that he outright shouted at me "YOU CAN IN MY GAME!"

Of course, since then, he's never enforced a critical failure on a skill check...
Digo Dragon 4th Jan 2018, 7:56 AM