Page 1640 - Dungeons & Ponies, Part 15

18th Jan 2022, 6:00 AM in Intermission 15
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Dungeons & Ponies, Part 15
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Author Notes:

Newbiespud 18th Jan 2022, 6:00 AM edit delete
Newbiespud
Author: GreatDinn

Guest Author's Note: "There's no feeling in the world quite like telling your players something is incredibly simple, because without fail, that task will suddenly result in the lowest average of rolls you've ever seen on a given day. (Obviously, a close second is 'This will be a real challenge, and...you've all rolled Natural 20s.')

Hubris, thy name is DMing. That or Lady Luck has a really peculiar sense of humor.

Any funny stories about the dice turning an easy problem into a hard one, or vice versa?

(As a random aside: when I was writing this page, I had a different punchline laid out initially, then got curious, and spent around 30 minutes searching to see if ladders ever showed up in MLP.

They do.

I had to write a different joke.)"

Notice: Arint's Last Day, an expansion mod I've been making for the deckbuilding roguelike RPG Griftlands, is now available! If you enjoy my writing, you might like it!
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16 Comments:

Khyrin 18th Jan 2022, 6:02 AM edit delete reply
It <i>IS</i> said that The Lady deserts those who beseech her by name...
Digo 18th Jan 2022, 6:13 AM edit delete reply
I was going to ask about ponies climbing ladders. Real horses couldn't, but MLP ponies are built with different joints and apparently can.

Or if you're a protagonist/antagonist unicorn, then you just teleport. :P

On the question of dice turning against people-- D&D 5e, our party wizard managed to nail a dragon with Tasha's Hideous Laughter. So the dragon falls out of the sky and everyone rushes in to hit it while it's incapacitated. This does mean the dragon gets a new save against the laughter because it's taking damage.

Fail. Fail fail fail... Fail!

The dragon proceeds to get destroyed by our martials for another round, helpless to fight back. More saves ensue!

Fail. Fail. Very fail. Fail!

The dragon did not survive a third round of this. XD
Wulfraed 18th Jan 2022, 9:18 AM edit delete reply
I believe real horses are capable of going (walking, not jumping) UP stairs -- but they can't go DOWN those same stairs in the same manner.


As for dice... It is a fringe situation that should have been much worse than it ended.

RuneQuest 2nd Ed. Fairly low level character (best weapon was probably a mace [more likely a tree branch -- these 16 year old brats exploring outside of town didn't have all the good stuff yet] at 30%. Opponents were a group of trollkin (D&D kobold equivalent?).

My character rolled a combination fumble -- something like: twisted ankle (so sitting on the ground), helmet twisted around -- take three rounds to straighten, maybe add in dropped weapon.

Trollkin had three rounds of free attacks as I couldn't even attempt a parry while fiddling with the helmet.

Trollkin missed on each attack. Fourth round starts -- helmet is back in place and I pick up my weapon... Trollkin surrenders in disgust.
Digo 18th Jan 2022, 12:42 PM edit delete reply
I have been told that horses also have a lot of problems trying to turn when swimming.

They also can learn to open barn door latches, so lock the tasty goods up really well because they get clever. :3
Prince Chrom 19th Jan 2022, 9:51 PM edit delete reply
I don't think Trollkin are as good at traps as Kobolds, but I've also only ever encountered them once, and they were a bit busy trying to survive against the Axe-Tranced Axe Maiden after they made her angry.
Roguim 18th Jan 2022, 12:43 PM edit delete reply
Yeah the old issue with horses and ladders, they would do like a party of my games, tie the ladder in UNI and pull it ( yeah it's works they got 20 in the roll...).
and there some stories like a player that was bored and say that his warrior begin to shot arrows in the wall he rolls and miss all ( 6th level warrior...) so he gained the nickname of Stormtrooper instructor....
not to tell all those times in White wolf system ( Vampire/werewolf) in with an excellent attack rolls is following by a null damage roll....
Zengar 18th Jan 2022, 3:28 PM edit delete reply
The hardest foe I put into a sci fi game I ran was... a door. I didn't plan it that way, I merely felt that they should have to do _something_ to get from the vacuum side of that airlock to the pressurized side. No plan on my part for how, just a success on any skill they could justify.

...They ended up having to blow it open with their weapons after one too many botches on their skill rolls.
Guest 18th Jan 2022, 5:16 PM edit delete reply
I once threw a self-driving carriage at the party (this was *waaaaay* back before that was a real thing) and they spent 40 minutes trying to figure out how it worked. The solution was to *tell it where to go*.
tiger_Fox 18th Jan 2022, 7:51 PM edit delete reply
i'm in a group that just finished curse of strahd the other day
we're a whole group of 6 with pretty strong characters, so our dm buffed strahd.... we still took both him *and* a (weaker than normal, we were level 9) dracolich under his control (long story) both down in like 2 or 3 rounds
i don't think we missed a single attack, meanwhile they missed some pretty key things that would've made things a lot harder if they hit
CCC 18th Jan 2022, 11:34 PM edit delete reply
Recently, our group was facing a long-running villain who had (since we last saw him) somehow become a half-demon and was Evil-with-a-capital-E all the way through.

We also had a Paladin, who was our toughest frontliner (and gets all sorts of nifty bonuses against demons because Paladin).

Nonetheless Evil Guy was strong enough to seriously challenge the Paladin, and, moreover, he could do things like Smite Good to take down the Paladin faster. This was supposed to be a super challenging battle that would push us all to our limits...

...the Paladin rolled a crit on a x3 weapon. Evil Guy didn't last long after that.
Draxynnic 19th Jan 2022, 2:13 AM edit delete reply
"I should be fine as long as I don't roll three natural 1s in a row..."
haunt 19th Jan 2022, 8:18 AM edit delete reply
https://1d4chan.fandom.com/wiki/Sameo
Digo 19th Jan 2022, 4:38 AM edit delete reply
There was a pony game I played in where our party was highly trained special forces and we took on Rarity (yes, the marshmallow pony) under Queen Chrysalis' mind control. Despite us being levels above her, the dice had other plans and she kicked our collective plots for the first 3-4 rounds. She even (by a lucky crit) tore off one of my character's cybernetic legs.

The GM was just flummoxed, commenting "She's a seamstress! She isn't supposed to be this dangerous!" XD
Wulfraed 19th Jan 2022, 7:04 AM edit delete reply
Heh...

Remember -- she manages to knock out three Wonderbolts while flaying around in free-fall. And her skill with telekinesis could be a factor. Sure -- Twilight can lift a boulder (not that one, Maud) and toss it at someone -- but a high speed stream of pebbles could be more effective, and Rarity does demonstrate holding lots of disparate objects in the air at one time.
Prairie Son 19th Jan 2022, 10:30 PM edit delete reply
"Just a seamstress", ay? Looks like the Guild's cover story is still holding up, even after that mess with Elusive.
Winged Cat 19th Jan 2022, 10:03 AM edit delete reply
Winged Cat
I recall one Traveller ship combat, where some fighters with tiny little lasers were taking on a big (not quite capital) ship. This was supposed to be effectively a boss battle.

Ships take critical hits if the incoming fire hits by a big enough margin, and for each 10% damage they take. The fighters managed to just barely inflict over 10% damage.

One of the possible critical hits, if the dice roll just right (or wrong, depending on point of view), is to take significantly more damage.

10% crit resulted in pushing up damage to 20%...which resulting crit pushed damage to 30%...40%, 50%, 60%, 70%, 80%, 90%...

Most of the audience of this post is surely familiar with the "chain of small explosions leading to big explosion" form of cinematic spaceship destruction.