Page 235 - The Arbiter

19th Jan 2013, 5:00 AM in Bridle Gossip
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The Arbiter
Average Rating: 5 (2 votes)
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Author Notes:

Newbiespud 19th Jan 2013, 5:00 AM edit delete
In a rare, rare, RARE example of the comments directly affecting the comic, the throwaway dialogue in panel 1 is inspired by a bunch of comments on the previous page.

Notice: Guest comic submissions are open! Guidelines here. Deadline: February 20th.



Ryuutakeshi 19th Jan 2013, 5:09 AM edit delete reply
I always find it interesting when the NPC's have to spell it out for the party. Stories, anyone?
Digo 19th Jan 2013, 5:25 AM edit delete reply
In a past D&D campaign, the party stumbled upon the still working wreckage of an alien spaceship. They explored it's maze-like interior and defeated most of the deadly traps left within, but they just could not figure out what it's purpose was.

It got to the point the computer (Which could understand them, but not speak any of their languages) spelled it out in a flash animation: It drew a little icon of the ship hitting each PC in the head with a hammer and then sitting on the throne wearing the king's crown.

PC: "So... the aliens meant to conquer us?"

The computer responds with a thumbs up picture. :3
The PCs were then able to blow up the ship by setting off the stores of explosives in the cargo hold. At a safe distance of course.
Zuche 19th Jan 2013, 5:06 PM edit delete reply
Wait. If it wasn't from around those parts, how did it know that the thumbs up gesture would represent to the party? That isn't universal on this planet.
Digo 19th Jan 2013, 6:41 PM edit delete reply
The ship had been derelict in that area for years and had time to study the locals.
Urthdigger 19th Jan 2013, 5:58 AM edit delete reply
In a campaign I ran a while back, I had a few NPCs that would accompany the party. Each specialized in a given field, and one of them was a Scout. He was not generally good at combat, but had high scores in things like perception, hide, and gather information.

He was also sometimes the only character with any common sense, often needing to point out not only the traps and hidden entrances, but also the obvious. For example, I had one dungeon where the room next to the boss was filled with a variety of resetting traps, all of which were rather easy to avoid. The boss, however, was a large composite undead creature covered in caustic slime, rather difficult to attack by a rather melee focused party. This boss was also rather slow and had the maneuverability of a drunken cow. I let the party try to attack the thing for a good while before realizing they were content to keep blindly attacking it, and finally having the NPC comment "You know, maybe we should try using one of those giant guillotine traps we saw on him."
Xander Cruize 19th Jan 2013, 6:45 AM edit delete reply
I ran a campaign that was focused around seven Liches. None of them were exactly "Good guys" but a couple of them were more helpful than harmful. It took one of the helpful ones to explain to everyone (including a pirate captain who had personally pissed off the main antagonist) that one of the other liches wanted them all dead.

And of course, when they ran into that one two sessions later, he had to go about explaining that, yes, he was the evil undead abomination that wanted to kill them all. I still don't think they completely understood.
Vulpixel 19th Jan 2013, 8:11 AM edit delete reply
Obviously she only weighs a regular ton. Ponies don't use metric (see hearth's warming eve).
Grey Pen 19th Jan 2013, 8:44 AM edit delete reply
Y'know what the problem with Story Time here is? Is that because I read it, I end up avoiding these problems... As a result, by the time I do end up having such a story, nobody will be here to read it; this line of discussion will be buried in the Archives.

Calypso 19th Jan 2013, 9:38 AM edit delete reply
What kind of fun stories have we been missing from you?
masterofgames 19th Jan 2013, 12:41 PM edit delete reply
So... it has come to this.


In the spirit of telling an untold story, I must now tell you the story of a cat.

This cat had a name, but none of the players could remember it, and it's not like the cat could tell their characters.

You know, being a cat and all.

So we just called the cat Little Kitty.

Now, Little Kitty had some fairly impressive Chaos powers. Only single target stuff, but very impressive power, range, and precision. Our group of Heroes (This was a Superhero game) is raiding the R&D division of one of the bigger bad guys in the area. We find a very nice vault door. Retinal scans, fingerprint locks, voice locks, seven different keys that need to be turned at the same time, a twenty four digit passcode, the works. Our hacker declares this child's play! Our Hacker fumbles and is shot by the automated defense system, leaving him barely alive and worthless for the rest of the raid. We see a vent. We decide the vent is roughly small enough that nothing larger than a small animal could get through it.

Everyone looks at Little Kitty.

Ten minutes later, we had finally convinced Little Kitty to go in.


Catnip, the promise of first pick of the loot, and further negotiations in the future may have been involved.

Don't judge us.

So Kitty crawls through the vent and peeks out the grate on the other side. She sees six guys in power armor waiting for us.

Please note that power armor was still several levels away in terms of us being able to afford it, even if we pooled our resources.

Kitty was outnumbered, but unnoticed.

Kitty was able to go back and get backup.

Instead, Kitty starts sniping through the grate.

Twenty minutes later, the vault door finally opens for us. Inside, Little Kitty is sitting on a pile of guys in busted power armor. She points to the one set that still works.


So we have no choice but to get it resized to fit a cat. She had first dibs after all.

It was NICE power armor. Shields, night vision, thermal vision, life support, air filter, flight, cloaking device, sockets for shoulder mounted weapons, the works.

Suddenly Little Kitty was our leader, through sheer virtue of what she was able to do to us if we didn't let her. Still, she wasn't a bad boss or anything, even taking into consideration the catnip coffee machine she demanded installed in the base's break room.

Several levels later, Little Kitty and the team drove a truck through the back wall of a bank. Literally through it. One of the team had phasing powers. It was a nice truck too. Military grade, with a giant turret on the back. Completely out of ammo, but still intimidating as all get out. Don't ask how we got it, that's a story for another time.

So, we skid to a stop in the bank (leaving some nice tire marks on the clean marble floor), and slam it into reverse to get away from the guy we notice waiting for us inside. A guy who took us all on six to one at least a dozen times before, and won them all, even killing several characters in some of them, forcing the players to roll up replacements.

Well, the bad guy takes a shot. Hits the engine and blows it out. The sudden airbag to the face stuns the guy with the phasing powers just enough that he can't use them.

So we crash.

In reverse.

Not our finest moment.

Our water elemental hero stalls him while the rest of us get out of the wreckage. Then, Little Kitty discovers that her armor had shorted out.

Little Kitty LIKED that armor.

Little Kitty hits the release latch on her armor and jumps out.

Little Kitty was ticked.

Little Kitty proceeds to man the freaking turret.

Now picture that. This turret was tall enough that you had to be standing to use it, and that was for humans. Little Kitty was just a cat. Little Kitty was dangling from the handles and scowling.



Right. Chaos powers. We had honestly almost forgotten she had those since she used the armor so often.

So we finally take the guy out. Little Kitty demands that her armor be fixed, and the turret hooked up to the shoulder mounted weapons sockets.

From that day on, Little Kitty earned a new name, and no crime was ever again committed in the city while a cat was present.

Thus ends the tale of Little Kitty Boom Boom.

Anyone else have any good stories of times their character earned themselves a title?
Page-Mistress 19th Jan 2013, 3:17 PM edit delete reply
This. Is. Awesome.
Dingobabee 20th Jan 2013, 4:05 PM edit delete reply
XD There are no words to describe how epic that cat is.
Kitchen 19th Jan 2013, 12:49 PM edit delete reply
Yes, listen to... Calypso? Like, goddess-of-the-sea Calypso?
Calypso 19th Jan 2013, 1:35 PM edit delete reply
Like kinda? Like, titan-Atlas-holding-the-earth was her daddy so the usurping gods pushed Calypso instead of killing her by putting her on an island where she was super lonely. She made Odysseus stay there by making it a little heaven. Not as much sea as tropical paradise island. Not a bad dominion. Kitchen... Like the book by that Banana guy?
Kitchen 19th Jan 2013, 5:05 PM edit delete reply
I was kinda going by Pirates of the Caribbean lore
Calypso 19th Jan 2013, 7:15 PM edit delete reply
Guessed as much.
deeman45 19th Jan 2013, 8:59 AM edit delete reply
Aw, we really do make a difference!

That just warms my little hart. *sniff*
Raxon 19th Jan 2013, 9:11 AM edit delete reply
I love the idea of a diplomacy-based character who is actually crazy, as in having schizophrenia, an actual mental disorder that makes the victim unable to tell the difference between what is real, and what is not.

My idea is to have the victim be a bard, and be an extremely popular and respected storyteller. The D&D settings, combined with the schizophrenia's tendency to... "enhance"... a person's perception of reality, would naturally allow for some really wild stories. There you go, a crazy CN character who works, can have reasonable character development, can be roleplayed effectively without serious detriment to the party, and so on.
Shadow368 19th Jan 2013, 10:12 AM That's funny edit delete reply
So you'd have a (literal) spoony bard?
Sparkles 19th Jan 2013, 10:34 AM edit delete reply
As to that, Raxon, I DM'd a 3.5 game, set in a post-Arcaneapocalypse desert world. One of the characters was literally just that, a schizophrenic warlock, who in between his diplomacy attempts to take control in the new world, often hung out with a crazy NPC wizard who hallucinated dinosaurs. It was the most interesting (and occasionally infuriating) character i've ever DM'd. That said, by level 4 he had 11 hp, so Diplomacy was his only way out.
nekollx 19th Jan 2013, 3:10 PM edit delete reply
well i suppose i should break out Story Time From my book Just A Game

"So Tyre was shrugging off Maggie's spells, that guy has some serious Wisdom for a Frost Giant, and we were getting the mana crystal knocked out of us by that Ice Throne Axe of his until Legion..."

Regis looked up as the girls, Nala speaking, exited the wash room in their clean clothes, a look of interest on Regis's face, "Maggie? Legion?"

"Maggie Magpie," Nala explained, "She's a Sage Raven Pooka. Legion was a tri-class Adventurer/Warrior/Barbarian so like +41 strength at level 1 or something, I think he was like 7 at the time."


"Half-Ogre, so another strength bonus, the guy was a DPS monster."

"I see..." Regis nodded, "Wait! Why did you have a Sage as your spell-caster? Intelligence determines spell damage not Wisdom."

"Well Tyre's Fort is full of warrior and wizard class minions The idea was for me to tank the fighters and Maggie to tank the mages. When we hit Tyre's room I was to tank the big boss while Maggie switched to DPS assist. But Tyre has some serious Wisdom and was reducing most of the spells she threw at him to nothing. Combined with a Frost Giant's innate End it was turning into one hell of a fight until Legion pulled a win out of his ass."

"What did he do?" Barb asked curiously.

"What were you levels, you said Legion was 7, how long ago was this?" Teliko asked.

"I was like 42, Maggie was like 47, I think," Nala explains, "we did it a couple...uh...months ago. A couple weeks in real world time."

Teliko looked confused.

"About 6 hours in the real world is roughly equal to a day here. For example, you were all sleeping for about 8 hours, which means about a hour has passed back home," explained Regis.

"How did a level 7 not get in the way?" Teliko then asked.

"Level is sort of irreverent here if you have skill," Regis explained, "A low level wont have the same HP or Mana as appropriate level people but that can be gotten around with skill, experience and gear."

"And as a Tri-Class," Nala explains, "He need like 3 times the experiences of single classes just to level up, but he had the combined bonuses of all 3 classes. So take that 7 and make him a 21 before factoring in skill. And Legion has skill, no body could hit that guy. And I'm not talking 'I have high Agility so I dodge like the wind,' he just knew how to move. He wasn't fast but he was cagey."

Teliko nodded slowly.

Nala nodded, "Anyway Legion pull out a big old rope from his pack and tossed one end to me. Then he had Bow Maestro, a Ranger slash Bard, get his attention while we got in position, Maggie case Lava Pool, Legion and I pulled and Tyre got a face full of magma. As he was getting back to his feet and wailing about his face melting Legion used a Contract with the Assassins Guild to summon a ninja to back-stab Tyre, me and him follow the ninja and after he made the back-stab and vanished I smashed my mace in the wound and Legion buried his halberd, as Tyre wailed Maestro and Maggie hit the wound at range...the rest was history."

"Get anything good?" Barb wondered.

"Naaa the loot was pretty normal. Got enough silver to repair my stuff, found enough scrap to craft a few items, the only one who made out like bandit was Legion who got his Rare Item."

Regis and Barb whistled, Teliko looked on confused, "R-Rare Item?"

"Each character only gets one Rare Item, it has pretty great stats but where it's hiding is random, and the stats are random. Some people end up with a Rare Item that doesn't do them any good but it's unique to you."

Nala nodded, "So Legion sees the Rare Item and suddenly he drops his armor and equips some really shit gear. He grabs the rare item and wouldn't you know it he ends up with a big boost to, of all things, charm, and a major hit to Strength And that's when he pulls out a scroll of Revo's Reversal..."

"Revo's Reversal?" Regis interrupts, "Doesn't that flip everything, except class, permanently?"

Nala nods, "And apparently if you time it right it works on the Rare Item too. And so this hulking man monster, this male Half-Ogre starts to shrink and his spotty hair grows out into a luxurious silver mane. In a matter of moments we has this little little elf girl holding the Rare Item triumphantly over her head, and Legion had another huge Strength boosting item..."

"Wait, wait, wait!" Regis interrupted, "A level 7, OK I'll grant you a tri-class 7, got a Rare Item, Contract with the Assassin's Guild AND Revo's Reversal scroll? I've been looking for Revo's for years! You can't be serious."

Nala shrugged, Teliko interrupting, "Y-years?"

"He means in game time," Barb added, "Remember the time conversion?"

Teliko just sighed, "Kinda."

"If you don't believe me," Nala started, "I could introduce you to him, she...only asked that anyone I introduce him to are willing to take him on dungeon runs with them."

"If he's as good as you say how could I say no."

Nala laughed, Barb perking up a moment, "Soooo, what kind of strength buffs did his armor that he discarded have?"

"That's the weird part," Nala began, "I got a chance to look through his gear and it was all mage stuff, it was stacking INTELLIGENCE!"

Barb's head now began to smoke, "So wait...he takes 2 classes with strength buffs, swaps his gender and race just to get more strength from the Rare Item, and he has INT gear?"

Nala nodded, "I couldn't figure it out, not at first. But I think I understand now."

The others listened intently.

"OK so basically only 3 stats are impossible to get around with talent and skill: Strength, no matter how hard you try you just can't force yourself to be stronger, do more damage, or lift more weight; Intelligence, if your smart enough you can plan and stratagem for any situation, if your INT is lacking your just going to go with the simplest solution; And Perception, and you only need enough of that that you not swinging blind at guys three feet in front of you. Endurance can be countered with good Armor, Agility doesn't matter if the opponent is hitting you where you are now not where your going. If you can think 3 steps ahead of them, a function of high INT and some meta-gaming, agility is a none issue. Charm and Willpower are really only good for social situations and barter. And while a high Wisdom may give you insight and foresight a good plan is just as effective. Wisdom is good on the spur of the moment but a high INT and enough contingency plans works just as well. I think that's what he thought. So he front loaded on class bonuses for Strength and then just maxed out Intel with items."
Catbeastaisha 20th Jan 2013, 11:02 PM edit delete reply
Sounds kind of like Baron Munchausen in "The Adventures of Baron Munchausen."
catbeastaisha 20th Jan 2013, 11:03 PM edit delete reply
Raxon's character idea, I mean.
XandZero2 19th Jan 2013, 11:09 AM edit delete reply
Hey guys, long time no comment, but I thought I'd post about this one.

Now, first off, I've always heard that as a GM, it's best to let the players figure things out on their own. It's no fun when a random NPC steals the spotlight or gives the keys to success.

-Buuuuuut every now and then, I realize that you do have to have a godmod moment when you, as a GM, realize you've made a challenge way too difficult, or when the party just doesn't get it.

Back when I was GMing my Dragon Age RPG, the party was going through a haunted forest some of you might be familiar with... The Brecillian Forest, I think it was...

Well, the party comes to the classic tree-across-the-chasm scenario. Yep, the age-old schtick: Party starts to cross, party gets attacked by random evil, party has chance of slipping and falling, but party (hopefully) makes it across without dying.

The random evil in this situation was a murder of demonic crows that would swoop down on the players and attempt to claw their eyes out. I was playing a module that called for a measly 8 crows to attack, each with all of 4 HP to menace the party...

Well, I thought that was WAY too easy for demonic crows - and especially after the party got the idea to hack down even more trees to extend the width of their log bridge by two more tree trunks, I decided that instead of a murder of only 8 crows, they'd stir up a harnet's nest of endless respawning crows!

Now, I'd planned to just keep endlessly respawning 8 crows a turn until every member of the party got across the chasm and ducked back under the thick tree cover on the other side. It was supposed to be more of a challenge, but not an extremely difficult one, considering that the party had made it really hard to fall off the widened bridge, and the crows were only attacking for something like 1D4 to 1D6 damage.

Here's the thing though - even after I mentioned the sky turning black with feathered pinions, the party thought they could just kill all the birds... and THEN continue on. The Mages of the party spent turn after turn casting AoE spells and nuking entire waves of demon crows at a time... only for another murder of 8 to take their place on the next turn. Even with their paltry attacks, the crows were getting crits and penetrating armor, dealing mediocre amounts of damage, but damage that started adding up over time.

After something like the eighth round of combat and 64 crows later - the party still didn't seem to get that the swarm of crows didn't seem anywhere near depleted, and that there were just too many crows for them to take down all of them...

That's wen I finally had an NPC guide say, "We can't fight them all! There's too many! We need to cross the chasm and RUN FOR IT!"

-And only then were the players like - "Ohhhhhh. I get it now... Respawning waves..."

To be fair though, before that fight, the players HAD been able to kill everything they fought before moving on... so this was pretty new to them (:
XandZero2 19th Jan 2013, 11:14 AM edit delete reply
When it was all said and done, the party warrior and a berserker-like NPC nearly didn't make it out alive...

All the rest of the party had to limp off to safety too...

Man, those were some fun times (;
Lyntermas 19th Jan 2013, 11:44 AM edit delete reply
I remember somebody making a comment on here about the difference between gamers from older editions vs. gamers from new editions. For older editions, player death wasn't very taboo, and gamers understood that there were simply monsters that the only recourse was to run from them. For newer editions, on the other hand, players expect that the DM has balanced out the encounter to their strengths and are less likely to even consider retreat as an option ("if it was out of our league, we wouldn't have run into it"). Therefore, it is important to give players a nudge when they face a challenge that they aren't capable of facing head-on.
Raxon 19th Jan 2013, 2:50 PM edit delete reply
I'm sorry, I can't really understand that new edition mindset. Maybe I've played too much Elona, Dungeon Crawl, Rogue, Dungeons of Daggorath, Dungeons of Dredmor, really hard game, really hard game where you die a lot, really hard game where you die a lot and death is permanent, really hard game where you die a lot, death is permanent, and there's a no save feature, really hard game where you die a lot, death is permanent, and the game mocks you every single time, I Wanna Be The Guy, Dwarf Fortress, etc etc, but it seems to me that you should always consider the possibility of escape, no matter how seemingly harmless a situation.
TheStratovarian 19th Jan 2013, 11:32 PM edit delete reply
Death should be death. A gm of great time and gameplay for the party. The first, in his time of 3.5 was to put raise dead, a relatively early magic. Way out of the hands of the pcs as only a rare scroll, by putting it at 8th level spells, not 5th. True ressurection, is gone, you may ask for one as a miracle (9th level) but your paying for it, badly. And that change with making magic items rare (by homebrew rules that did the same thing but with inherit bonuses.) Combat was tough, but while we could get new things. It felt fresh when you dealt with something you needed magic to stop.

Rogue-likes, oh how they are such fun, and people just never get them, and its a shame. I've never yet managed to ascend in nethack (Stonesoup yes, after a near 80 hour game with my mummy, and ergh, torment is a pita..)Dredmor, only once, but that single win, that delight after countless attempts, and challenges. There is no greater experience to know you did it.

But the idea of such an old school factor. That death is death, needs to be prevalent more often, and even if its frustrating, it makes for a better game done right. Any game, because your players learn and have to improve.

Also, heh, dwarf fortress is a mobile chaos simulator. With beards, beards, and yes, oooh, all the urists you can shake a stick at.
Digo 21st Jan 2013, 5:41 AM edit delete reply
I find this a bit funny. Not that you're wrong mind you, I actually side with you on your statement, but that our current GM has such an old-style mindset that he actively tries to undo our team's precautions for avoiding death.

I like games where you "Could" be killed. Not so much games where you "Will" be killed. :)
Moonrush 20th Jan 2013, 11:40 PM edit delete reply
It is, however, pure concentrated headache when the GM sends you to kill something, and half the time being diplomatic gets you murdered and half the time not being diplomatic gets you murdered.
kriss1989 19th Jan 2013, 4:23 PM edit delete reply
Yeah no, once they killed 8x8 crows you should have let them win. At a certain point more swarms just gets video game logic, which isn't really a good thing
Zuche 19th Jan 2013, 5:17 PM edit delete reply
No, letting them win doesn't reinforce a productive idea.
Raxon 19th Jan 2013, 8:26 PM edit delete reply
That's right! You gotta put the fear of Crom into these punks! Ohh... That gives me an idea for a game where everyone gets killed in a hopeless battle, and then they all embark on a spiritual journey of self discovery and ass kickery. Hmm...

They find out that death has been kidnapped by some plothole! Are they bad enough dudes to rescue death? Oh man, the fun I could have with this. It would be so much fun to give the party one last hurrah campaign, to set right what once went wrong, and to save death from evil.

I think I'd have have death wear a sparkly tiara and a low cut dress, and offer to thank the brave heroes very graciously. If the thought of a skeleton in drag propositioning isn't bad enough, now image that skeleton talking like an action movie star, having perma stubble and a six pack a day habit. No, not alcohol. Everything he cuts with his scythe falls down and explodes as he either poses or walks away slowly.

He redefines baddass to the point of being a hilarious caricature of an action movie star. Yes. There is much fun to be had with this. I'm giggling thinking about an over the top action star character dressing in drag and hitting on everyone in the manliest way possible.

"Huh, you're still awake. That's okay, I like my women responsive." "WHAT!?" "You know how it is. Most women just take one look at me and swoon. I'm that good."

So now death has a thing for women-or anyone- who's awake, but he needs to be told that swooning is not the same as saying yes. He also needs to be told those women aren't swooning from his manliness, they're fainting in terror.

Digo 21st Jan 2013, 5:43 AM edit delete reply
I once ran a game where the PCs had already died. They didn't know it yet because before the game started the party had uploaded their minds into "temporary clones" to avenge their deaths. After they succeeded, they got a happy afterlife.
CJT 20th Jan 2013, 1:54 AM edit delete reply
There are enough crows at my present university that the trees all look like they still have leaves on them at certain times to day. If there's a curse on the forest making the population demonic, the "We Have Reserves" trope applies in spades.

And don't get me started about the _geese_ on campus. Mean little bastards...
Guest 20th Jan 2013, 1:55 AM edit delete reply
I agree here. Having infinite waves is video gamey. I like to run high mortality, old school type games and I would never do this. The best way to get a hard old school game is to create the dungeons and the world while disregarding the party. This area of the dungeon is way above your level? Maybe you should come back later. Got killed because you decided to fight an entire tribe of orcs? Maybe you should have ran or tried diplomacy. I've never got the idea of having to be adversarial or "cheat" to teach pcs not to run into every fight. All you have to do is not scale to the party level as if it was Skyrim or something and you'll end up with most fights being around the party level (it's best to give them a choice of things to do with them able to judge difficulty) some fights being easy and some fights being affairs where it's best to run.
Raxon 20th Jan 2013, 3:25 AM edit delete reply
Speaking of such quandaries, if I cast fireball on the pine forest, do I get xp for all the thousands of crows living in it? While we're at it, I think I'll nuke the cemetery. I'm pretty sure that radiation disrupts ghosts. It also damages tissue, which makes it very effective against against zombies and ghouls.

Ohhh. Perhaps some manner of mountain dwarf who can dig at ten feet per round. She could slowly destroy an entire city and easily reach level five, maybe level six from the xp of all the townsfolk caught in their homes.
Zuche 20th Jan 2013, 7:27 AM edit delete reply
The funny thing about the encounters where you should try diplomacy or running away is how often those can work only because the DM says so. You just wind up replacing one "cheat" with another.

Endless waves are about as video gamey as such movies as Aliens and The Birds.
CJT 20th Jan 2013, 11:24 AM edit delete reply
Actually, an acquaintance counted the xenomorphs in "Aliens". They pretty much go through exactly as many as the stated population of the colony (given in extra scenes in the extended cut).

Both sides were running out of people near the end of that film.
Zuche 20th Jan 2013, 6:33 PM edit delete reply
I doubt it felt that way to the characters.
Guest 21st Jan 2013, 12:49 PM edit delete reply
Normally, people expect RPGs to make sense- infinite respawning things are not in fact any kind of logical outside of "lol hardcore vidya gaem". Even worse if you do it simply because the party was smart enough to not suicidally cross the tiny bridge.
Zuche 24th Jan 2013, 1:18 PM edit delete reply
To prove infinite respawning, players have to be crazy enough to repeat the same action an infinite number of times.

It's a good thing there's a DM around for those times players can't pull themselves out of such ruts, hmm?
KathiraNarae 19th Jan 2013, 12:23 PM edit delete reply
I feel sorry for Dash's player. This is, what, the second time? there's been what seems to be an inevitable combat scenario...yanked right out from under her.

Probably for the best here, since she'd be completely ineffectual. :P
Raxon 19th Jan 2013, 4:29 PM edit delete reply
She'd be fine if they just tied her wings down, like they did in Fall Weather Friends.
Digo 19th Jan 2013, 6:43 PM edit delete reply
And if she can get a heal from the bard.
Sus 19th Jan 2013, 11:47 PM edit delete reply
Diplomacy, the bane of Real Men everywhere... :(
Raxon 20th Jan 2013, 3:38 AM edit delete reply
Hey, I'm a real man, and I love using diplomacy! My version of diplomacy usually goes something like this:

"Now, I'm not saying that we'd kill you. Heck, I don't even know how we'd do it. I'm just saying that we're heroes with a prophecy foretelling our victories. All I know is that there have been three guys before you, each with an artifact. Now they're all dead. Now, if destiny wants us to have that artifact, we'll have it, whether you're alive or not. So, we'll get what we came for, the question is, how do you get what you want?"

Yes, this is pretty much totally ripped off from thief's speech to Muffin. Doesn't make it any less impressive.
Digo 21st Jan 2013, 5:46 AM edit delete reply
I wish I had you on our team. :(

The last "Diplomacy" attempt the party used went from having a mole prisioner in our custody to letting him go scott-free with the contact info to our supplier.

Unfortunately my character wasn't there for that scene. :/ We need some Raxomacy.
Raxon 21st Jan 2013, 9:43 AM edit delete reply
I hope you realize that Raxomancy involves poking random things in the dungeon with a ten foot rod of cancellation. I'm also the one who came up with sticking two bags of holding halfway inside each other, then reaching into each one and pulling them all the way through into each other.

Raxon Diplomacy and Raxomancy are very, very dangerous arts.
Digo 21st Jan 2013, 1:48 PM edit delete reply
Considering our team accidently implicated our client as criminals and is about to get our main info supplier killed... your warning can only improve the situation.
Blake Black 19th Jan 2013, 7:48 PM edit delete reply
One time me and a group were doing a 'hunt the 'evil' vampire' scenario. Unfortunatly there were TWO vampires and one of them we didn't realize was a vampire till she had me by the through and rammed her fist clean through my shield and chest. But fate smiled on us by having someone with the same tastes in comic, yes the shield was once again....The Sheild of Wonder. She got hit with number 17. And yet I still died and we got stiffed on the bill cause we killed the town's Vampire lord protector so I got left to rot instead of being reserrected!
Lyntermas 20th Jan 2013, 11:28 AM edit delete reply
Looking at the comic again, I can see how Applebloom's diplomacy was necessary. However, it does somewhat remind me of panel 4 of this campaign comic.
Dusk Raven 20th Jan 2013, 8:30 PM edit delete reply
Random: damn, but trying to find a specific comment in these comic pages is a nightmare. Felt like hours I was looking for Raxon's spin on Nightmare Night, what he'd do if he did a guest comic.

Luna help me if I try to find the discussion about the Fun Realms and the Mind Flayer Joker.

Meanwhile, do we have a forum or something we could use? Lot of personalities I've gotten used to in these comments...
Lyntermas 20th Jan 2013, 11:10 PM edit delete reply
I made a list of highlights on the year anniversary comic (comic 154). The Fun Realms discussion is on comic 114. But, yeah, it mainly comes down to using ctrl+f to find what you're looking for.

As for a forum, there is the Comic Fury forum (the website that hosts FiD), but I don't personally use it. You're probably more likely to find the personalities from these comments at the Pony Tales forum.
Dusk Raven 21st Jan 2013, 12:35 PM edit delete reply
Yeah, that's what I tried to do... comic by comic. Then I gave up and did a site-specific Google search... after I went to another site to figure out HOW. But I found it in the end.

Pony Tales, eh? I recall seeing the link before... I should check it out in more detail. I've seen glimpses of Pony RPs that some of the people here are involved in, and they seem pretty awesome.
Bagheera 21st Jan 2013, 7:40 PM edit delete reply
Really, the last thing a GM should do is let the players win. The players should have to earn it.

It's like passing a class with flying colors simply because you didn't miss every single class period. It is an empty victory and a good gm would never allow it.

Not saying GMs should go out of their way to make things difficult. On the contrary. Rather, GMs should not be forced to change the game because the players are simply too daff to think "Hey, maybe our current strategy of hit stuff and win isn't the right strategy at the moment?"
The MunchKING 21st Jan 2013, 7:57 PM edit delete reply
If "hit stuff and win" isn't the right strategy, you're not hitting the RIGHT stuff, or you're not hitting hard enough. Take your Pick.