4/16: Several cases of players exploring unknown spell interactions, and lots of meditation on my part for the best ruling. Ideally, I want the most fun for the players at the moment, but also consistent rulings for effects (since inconsistency makes stuff less fun for people in the long run) and good story-crafting. I ended up leaning in their
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"Did you hear something?" I queried.
"Chanting, I think," said the archivist/swashbuckler.
"_Cultists_," intoned the monk/catfolk dual personality.
"Ah," said Arian, "Right." ("Did you really say that?" I asked Jay. "Yup, I did," Jay affirmed.)
Arian charged forward, only seconds behind the monk's crossbolt bolt that took out one of the flunkies, and sliced into the figure standing in front of an altar crammed with a dozen unconscious bound townspeople.
dropping your shield to use your bastard sword two-handed, calling a Smite Evil, and using Power Attack? Lots of extra damage.
rolling a natural 20? priceless.
hearing the DM say "Oh, well... there goes all my neat spell-casting ability." even more priceless
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Of course, that doesn't need to mean the end of the fight, or even the "neat spellcasting ability..."
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that nat 20 was the bomb though.
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