Kronk's sneak lvl is outrageous

Jan 26, 2016 9:34 AM

AshleyMelenhorst

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184443

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5609

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495

Dank

10 years ago | Likes 1 Dislikes 0

"It's too late. You've awakened the Gazebo; it catches you and eats you."

10 years ago | Likes 1 Dislikes 0

5/7 hiding skills.

10 years ago | Likes 2 Dislikes 1

perfect. just perfect xD

10 years ago | Likes 8 Dislikes 2

Huh, i never noticed, the carvings behind him are literally pointing him out

10 years ago | Likes 3 Dislikes 1

Hide behind the pile of dead bards!

10 years ago | Likes 2 Dislikes 1

Perfect loop

10 years ago | Likes 1 Dislikes 0

I love that the hands are all pointing at him and they STILL walk by.

10 years ago | Likes 1 Dislikes 0

yay finally someone who didn't roll a 1 or 20

10 years ago | Likes 2 Dislikes 2

Brilliant

9 years ago | Likes 1 Dislikes 0

"It's too late. You've awakened the Gazebo; it catches you and eats you."

10 years ago | Likes 1 Dislikes 0

[deleted]

[deleted]

10 years ago (deleted Jul 23, 2017 2:41 AM) | Likes 0 Dislikes 0

GSP: eeeeeeeeeh, I roll to grapple *nat 20 everytime*

10 years ago | Likes 1 Dislikes 0

Hahaha I just realized in that scene that the entire wall is pointing to him. It's one of those 'watched it as a kid' things I missed, omg.

10 years ago | Likes 3 Dislikes 1

Kronk is he best. Squeakity squeak

10 years ago | Likes 2 Dislikes 0

Love it. I fear you needed a 15 or higher for fp.

10 years ago | Likes 218 Dislikes 6

I love the loop. Stairs to FP are endless.

10 years ago | Likes 1 Dislikes 0

Kronk is the real deal

10 years ago | Likes 3 Dislikes 1

IDK why, but I held my breath during the gif.

10 years ago | Likes 1 Dislikes 0

This is by far the best D&D post I have seen yet.

10 years ago | Likes 3 Dislikes 2

That's a Bluff check, not a Stealth check.

10 years ago | Likes 1 Dislikes 0

Wow, his sneak skill is so high he can hide in an open field, in broad daylight. While blaring DESPACITO from his phone on full blast.

7 years ago | Likes 1 Dislikes 1

he's even got his own theme music!

10 years ago | Likes 1 Dislikes 0

Ahhhhuuuuuahhhhuuuuuahhhhuuuuahhhhuuuu

10 years ago | Likes 173 Dislikes 2

I loved this bit.

10 years ago | Likes 1 Dislikes 0

Looked for this comment so I knew I wasn't alone. +1

10 years ago | Likes 4 Dislikes 0

That background...

10 years ago | Likes 2 Dislikes 0

I can hear him humming

10 years ago | Likes 43 Dislikes 0

Daaahhhaaahhhaaahhhaaahhhaahh!

10 years ago | Likes 5 Dislikes 0

I never noticed before how he's "hiding" in the one beam of light, surrounded by giant carvings pointed at his position. Heh.

10 years ago | Likes 298 Dislikes 2

There's lots of little gems like that, the cactus he pours his drink in turns llama too!

10 years ago | Likes 8 Dislikes 0

haha i didn't see the carvings pointing at him

10 years ago | Likes 18 Dislikes 0

I just noticed... Where do the two people walking go?

10 years ago | Likes 18 Dislikes 2

Time lapse. He actually stayed there frozen for 25 minutes while they walked up all of those stairs. Commitment

10 years ago | Likes 1 Dislikes 0

Asking the real questions!

10 years ago | Likes 5 Dislikes 0

They were never there...

10 years ago | Likes 3 Dislikes 0

Time lapse. He actually stayed there frozen for 25 minutes while they walked up all of those stairs. Commitment

10 years ago | Likes 1 Dislikes 0

In the first second it shows you can go to the left of the stairs.. then the last second they're on screen it shows they start to run. :)

10 years ago | Likes 6 Dislikes 0

In the second second, it pans out to show 20m to Kronk's right, including this area to the left of the stairs. They're not there.

10 years ago | Likes 1 Dislikes 0

This just made me laugh way too hard.

10 years ago | Likes 1 Dislikes 0

Either they sprinted insanely fast, dove off the cliff intentionally, walked off the landing after being distracted-my personal favorite...

10 years ago | Likes 2 Dislikes 0

Or Kronk held the pose and note for a long, unseen minute, while they jogged 20m to get out of the shot. Or the animators forgot them...

10 years ago | Likes 1 Dislikes 0

Bad bad GM ! Don't reveal your roll limits !

10 years ago | Likes 1341 Dislikes 41

Eh, I reveal in my pokemon rpg on account of Murphy's law

10 years ago | Likes 1 Dislikes 0

ALWAYS reveal target numbers. To do otherwise fosters distrust. If you're gonna fudge it anyhow, don't bother asking for a roll.

10 years ago | Likes 3 Dislikes 1

Grandpa master?

10 years ago | Likes 1 Dislikes 0

It's good to reveal some of your methods at first so players get a sense for what you will and will not allow.

10 years ago | Likes 21 Dislikes 0

Depends on the dm i think and on the situation

10 years ago | Likes 2 Dislikes 0

There is a school of play that does not allow for any DM/GM fudging of rolls/targets/penalties. Sometimes the rules apply to everyone.

10 years ago | Likes 1 Dislikes 0

I let my pc's know sometimes. If they're being whiney little shits and don't believe they didn't pass the roll.

10 years ago | Likes 1 Dislikes 0

It is good on somethings other times it's fun to keep quiet

10 years ago | Likes 1 Dislikes 0

of course you do, unless you've already decided the outcome and just give them the roll for the heck of it.

10 years ago | Likes 13 Dislikes 1

There's just so many ways and reasons it's hard to explain everything necessary to DM in 140 characters.

10 years ago | Likes 3 Dislikes 0

And then a 20 lands. Then suddenly, a fighter throws a rabid squirrel right at the dragon's eye, causing it to fly into a wall.

10 years ago | Likes 6 Dislikes 0

you really shouldn't for a lot of cases (searching, big bads, really unlucky rolls, sneaking, perception[if you let the players roll],ect.)

10 years ago | Likes 3 Dislikes 0

I think it's neat how you can find out where someone got their start, based on how they refer to who runs the game.

10 years ago | Likes 1 Dislikes 0

I dunno, depending on the thread I use DM and GM pretty interchangeably, but never use Hollyhock God, although I've played Nobilis.

10 years ago | Likes 2 Dislikes 0

In our homebrew RPG, we use GM because probably ~90% of the game doesn't take place in a dungeon...

10 years ago | Likes 2 Dislikes 0

I dunno, depending on the thread I use DM and GM pretty interchangeably, but never use Hollyhock God, although I've played Nobilis.

10 years ago | Likes 2 Dislikes 0

Ah, neat. In my circles, I see DM used (as a majority) from D&D players, typically 3.5. Then, I see GM used from pathfinder players.

10 years ago | Likes 1 Dislikes 0

Over (x > some) years and (y > x) systems I have seen a hundred titles. In the end, default to DM or GM about equally.

10 years ago | Likes 2 Dislikes 0

I say GM just because "dungeon master" sometimes sounds weird to people who are unfamiliar with these kinds of games.

10 years ago | Likes 2 Dislikes 0

why is this a bad thing to me it seems like revealing them would help keep the dm honest correct?

10 years ago | Likes 376 Dislikes 9

This is a bad thing because the players are not supposed to know the odds. It influences how they behave.

10 years ago | Likes 1 Dislikes 0

Depends. If they're fighting a monster, unless they've fought it before and can recall, they wouldn't know how high to roll to hit it, etc.

10 years ago | Likes 1 Dislikes 0

They could also write the roll limit on a sheet of paper that is revealed after the roll.

10 years ago | Likes 1 Dislikes 0

that is actually a really good idea

10 years ago | Likes 1 Dislikes 0

It takes away from the immersion of the setting. Revealing numbers reminds them they are playing a game, rather than you doing the action.

10 years ago | Likes 2 Dislikes 0

So they're not sure if they succeeded (i.e. if trying to tell whether somebody is lying, or if they truly got away unseen).

10 years ago | Likes 13 Dislikes 0

Very important if doing a disguise check without a full length mirror. Can't tell what you look like, so it might have failed miserably.

10 years ago | Likes 1 Dislikes 0

I agree. I had a DM once, and it seemed like he was constantly autofailing rolls if they didn't fit his story.

10 years ago | Likes 18 Dislikes 0

yea i think not revealing everything is okay some things like this sneak chance should be revealed if your story gets rekt by a 20 so be it.

10 years ago | Likes 5 Dislikes 0

Did that to mine once. He didn't expect a lv 8 rouge to manage a 48 for a stealth. He had nothing that could even get close to reaching that

10 years ago | Likes 1 Dislikes 0

What these other guys said. Also, boiling the game down to constant, raw numbers takes you out of the game world and back to suckass reality

10 years ago | Likes 8 Dislikes 0

okay makes sense to me it seems useful though cause i play a lot of numbers based games like xcom or homm so i just assumed they were given.

10 years ago | Likes 1 Dislikes 0

I mean you have to roll dice for every action you make (unless the DM does it for you), so there's already some loss of immersion.

10 years ago | Likes 1 Dislikes 0

An honest GM nearly always end up being a bad story-teller (since story needs to take first place sometimes....)

10 years ago | Likes 4 Dislikes 2

No, you can tell a story and still leave the dice alone. You're a terrible DM if you fail a role because it doesn't go exactly like you want

10 years ago | Likes 5 Dislikes 1

Sometimes DM just need to make sure the DC is appropriately difficult. An impossible action should not be possible. Also learn to improvise.

10 years ago | Likes 2 Dislikes 0

I'm just going to pick you to answer to. Notice the "nearly always", the "sometimes"? Did I say put your players on rail and fudge all roll?

10 years ago | Likes 1 Dislikes 0

The whole attraction of RP is that the players help create the story, and while some people enjoy being spoonfed a pre-fabricated story, 1)

10 years ago | Likes 7 Dislikes 1

But the process of getting there should still be determined by the players and the dice. You can't fail a role that should've passed 5)

10 years ago | Likes 5 Dislikes 1

still create a great story while improvising, so there's nothing wrong with having a general idea of where you want a campaign to go. 4)

10 years ago | Likes 6 Dislikes 1

DM is to adjust the storyline to where the players take it. And while improvisation skills are paramount to roleplay, not everyone can3)

10 years ago | Likes 6 Dislikes 1

it defeats the purpose of roleplaying. A DM isn't there to read out a fixed storyline, roleplay is inherently dynamic. The sign of a good 2)

10 years ago | Likes 6 Dislikes 1

simply because it goes against how you wanted the story to go as DM. 6)

10 years ago | Likes 6 Dislikes 1

There are times when it's better for the game - which is to say it is more fun - if the DM cooks the numbers. 1/2

10 years ago | Likes 241 Dislikes 8

If you're going to railroad the players, you should at least be transparent about it. They know anyway, they don't say because politeness.

10 years ago | Likes 2 Dislikes 0

^ This! Years after my monk pulled an epic stunt, my GM admitted to me that I failed the check but he liked the idea too much to let me fail

10 years ago | Likes 6 Dislikes 0

But shouldn't a really good dm make the failure at least as much fun as the success would have been?

10 years ago | Likes 3 Dislikes 0

Yes! It's all about context. That's why I said sometimes, not everytime.

10 years ago | Likes 2 Dislikes 0

Sometimes you really want an event to be challenging, sometimes you want your friends PCs to do awesome stuff.

10 years ago | Likes 126 Dislikes 4

Sometimes, you just don't know what the DC for a roll should be so you make up the number. You can't really tell your PCs that.

10 years ago | Likes 3 Dislikes 0

Not a reason to fudge rolls, if you're going to ask for a roll make it obtainable, within reason, doesn't mean that the party at current 1/?

10 years ago | Likes 4 Dislikes 5

level has to be able to obtain it, just don't pull some "Lolno, you can't end this fight in less than two rounds, my other NPCs 1/2

10 years ago | Likes 3 Dislikes 4

And sometimes you just want those bastards to sweat.

10 years ago | Likes 3 Dislikes 0

A mixture of both ways works, I've discovered. The GM can tell them sometimes, but keep it secret for the really important stuff.

10 years ago | Likes 1 Dislikes 0

i feel like they shouldnt reveal it at the very start of the fight but after you have hit the guy you should know his armor level ?

10 years ago | Likes 25 Dislikes 3

I think it depends on how you run your games. Some groups like mechanical transparency, some prefer the numbers converted into a narrative.

10 years ago | Likes 3 Dislikes 0

Ballpark. Unless you roll a 17 and its a miss but an 18 is a hit you don't necessarily know the exact value

10 years ago | Likes 28 Dislikes 1

If it's a humanoid wearing armor, you can know the AC.

10 years ago | Likes 5 Dislikes 0

Eh. I once had a DM make me roll for intimidation. 18+3. I asked if I passed. He then said "oh I wasn't gonna let you win."

10 years ago | Likes 65 Dislikes 1

I do this if they are doing something absolutely insane... if they roll a nat 20 they get to do it

10 years ago | Likes 1 Dislikes 0

Bad DM, BAD! *pinches DM on the neck*

10 years ago | Likes 7 Dislikes 0

As a DM... You should never say that. Even if it's true, you go "god damn that was close, but no."

10 years ago | Likes 52 Dislikes 0

he was a bad DM there but intimidation is one of those pain in the ass skills for dms to work with so i can see why he did that.

10 years ago | Likes 6 Dislikes 0

The correct answer is "you think he's pretty intimidated."

8 years ago | Likes 2 Dislikes 0

Bad DM. unreasonably high DC's is fine, but even then you don't tell the players.

10 years ago | Likes 5 Dislikes 0

I hate it when that happens. I feel like if you're going to DM, you should allow anything that makes sense to allow.

10 years ago | Likes 22 Dislikes 1

Had a GM be surprised by what was intended to be a boss we couldn't injure (regen), first attack did more than he could regen, left a scar.

10 years ago | Likes 1 Dislikes 0

(2) every one of us fell off. Then our warlock rolled crit failure on eldritch blast and killed our plot-critical npc. P A N I C.

10 years ago | Likes 5 Dislikes 0

We had a session set in a elven inn built around a tree. GM had planned that we climb the tree, cue gyrocopter chase and all sorts of stuff

10 years ago | Likes 6 Dislikes 0

The DM should know when to fudge a roll for the sake of making the session/overall adventure more interesting

10 years ago | Likes 9 Dislikes 2

For those curious, a ghost was guarding an heirloom. I wanted it as extra loot. I rolled to intimidate it with a mighty roar.

10 years ago | Likes 1 Dislikes 0