Discord: Might as well go for the full set while I'm here, right? Gotta collect 'em all!
DM: So you're going to try pulling all the Elements?
Discord GM: As long as it remains an effective way to keep their pony bearers off-guard, certainly!
Twilight Sparkle: Okay, no. This nonsense has got to stop. Can I roll Arcana to protect us all from this effect?
DM: Yes, though doing so may compromise the illusory glamour you're holding up.
Discord GM: Pardon?
Twilight Sparkle: Acceptable! <roll>
SFX: (FLASH!) (BWOM)
DM: Discord, for just a moment, you notice Twilight's body flickering.
Discord GM: ... Ohhh-hohoho! Is that so?
Letting a player do something exceptional in exchange for some kind of compromise is a common tool for a GM to say "Yes, but" to the players' requests.
Any stories about letting players get away with something impressive at a cost?
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I have just (yesterday!) discovered a narrative ruleset for simple wargaming, of the sort that I'll be running at work this summer. It's basically FATE. You decide where on a spectrum a side's action falls: "Will the grenadiers defeat the militia behind the wall?" If, say, your answer is "Likely," you roll the FATE dice, or regular D6 looking for 1-2, 3-4, and 5-6. 1-2, you subtract, 5-6 you add, 3-4 you stay where you are on the chart, and find the result. These results range from No AND, No, No BUT, Yes BUT, Yes, to Yes AND. In this case, on a lot of minuses, the grenadiers would fail and retreat - on a lot of pluses, YES they would take the position AND they'd drive away the militia in disarray. It looks very useful and a simple way to play.
Reminds me of the Genesis system. Unlike FATE which has +, - and blank. Genesis has (in order of magnitude): Critical Success(Triumph), Success, Advantage, Blank, Disadvantage, Failure, and Critical Failure(Despair). As a role goes you roll both the good and bad dice at once. Triumphs and Despairs can cancel each other out, and while both mean something major takes place they count as another success or failure in the group, so a normal Failure can cancel the Success of a Triumph (or vice versa for Despairs and Successes) but it cannot cancel the Triumph effect. Advantage and Disadvantage can also cancel each other out. This whole jumble of results basically creates the template the GM can use to read a result, very much in the same school as: No AND, No, No BUT, Maybe, Yes BUT, Yes, Yes AND.
I am reminded of a rather simple d6 system. 1 = "no AND...", 2 = "no", 3 = "no BUT...", 4 = "yes BUT...", 5 = "yes", 6 = "yes AND...". Difficulty is represented by rolling multiple dice and keeping one: a hard task might be 2d6 keep lowest, something they're skilled at might be 2d6 keep highest, and a hard task they're skilled at cancels out so you just roll 1d6.
Ooh, I like that one. The use of extra dice provides texture. I am reminded a bit of SCRUD, in which each side has a pool of dice and you match the rolls, highest to lowest. This means that the side with more rolls (representing advantages - or disadvantages that remove the other side's dice) has a greater chance to beat their opponent.
Not THAT impressive but I had my players in a recent Starfinder game tasked with defending a Transport ship from unknwon alien vessels while it was spooling up its reactor and FTL drive. They kinda are cowards so they asked if they could use the various shuttles that escaped to the transport ship using various hints I left about the shuttles to essentially tug the Transport ship a safe distance away.
Oh yeah... Hero can be broken *very* badly if you're not careful. Some friends of mine tried to come up with the most broken builds they could. The winner was Particle Man, who had a few not-quite-legit power pools and Aid powers, all pointing at one another. The upshot of the whole build was that he added a huge boost to his basic stats every turn. Cumulative.
They did the math, and concluded by the end of the week, he would be incredibly enormous, with the only thing keeping him from undergoing stellar fusion being his massive constitution score...
Yeah, if the player have some hidden card, is good way to use the fact that an action could compromisse or reveal it too soon as a way to deal with some of their ideas.
And back to the story , so Twilight is using a glamour to hidden her Wings.
If my hunch is right, Twilight is 'hiding' this so that Discord thinks he's caught onto a secret, when she planned to let it slip to begin with here. Not a stretch for them to guess Discord would give them some opportunity messing with them right off the bat.
Was in a 3.5 campaign, traveling through a castle that in hindsight would have been a Discord playground. we later referred to this place as the "Nut Hut" Reality was warped from room to room. My character, a Scout/Paladin of Freedom was under the effect of Amnesia as we neared the exit. She was largely running on faith and instinct at this moment and had no idea what many of her magic items did.
One such item was a magic crossbow/wand that did 1d6/level damage of selected elemental damage (fire/cold/electric/acid/sonic) in a 60ft line.
we came into room with what we thought was the exit, being guarded by a powerful looking knight. so I draw what the character could only assume was a crossbow. DM warns that while it looks like a crossbow, my character has no clue how its works and using it as a crossbow would get it to shoot but it would malfunction from improper command. I accept.
Paladin whips around corner into room (MOST of party smartly takes cover) , points crossbow at enemy and screams "Hurt him!"
Since no element was selected, the item overloaded, changing to a 40ft burst from its self of ALL available elements. essentially 5x its normal damage with our scout in the middle and the knight in range. Only her immunity to fire and resistance to acid allowed her to remain alive as the weapon self destructs in her hand.
Any stories about letting players get away with something impressive at a cost?