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2 yr. ago

  • To quote ancient words of wisdom: "Everybody's sayin' that the Scatman stutters but doesn't ever stutter when he sings. But what you don't know, I'm gonna tell you right now that the stutter and the scat is the same thing, yo, I'm the Scatman."

  • I more meant the layers of their concentric orbits as distanced from their center (the Sun or the Earth). Considering how quickly Mercury orbits the Sun while being the closest planet to it, it makes sense it'd be at perigee more frequently and with less variable distance than other planets that have a wider orbit.

  • Almost happened in the last Warhammer session I was in. DM made a door that had three locks depending on knowing alchemical symbols, formulae, and the geocentric model. Because the GM forgot that Warhammer doesn't have a flat "magic knowledge" roll like Arcana in D&D 5e, the party mage doesn't know anything, the rest of the party was illiterate, and everyone got so frustrated that everyone except my character tried either breaking the door or entering through the window while the wizard was still home and foiling their attempts. To our credit, we were able to figure out the first two locks with trial and error, with the first being a very simple balancing of the four elemental triangles around a plus sign in a plus shape, and the other being three symbols in a vertical line, the problem was seven symbols to be arranged in a circle. After my party face character shook herself from her puzzle frustration and realized that the wizard is actually home, she just asked him for what we came here for, he was cordial about it, and we left when we got it. During that time, the GM gave the solution (because Wizards are assholes that love to brag about their genius to the stupids) which taught us that in geocentricity, neither Venus nor Mars are closer to Earth than Mercury is, and the sun is between Venus and Mars because of course it is.

  • Being a mage kind of makes you a murderhobo by necessity. Shooting/stabbing goblins to death with a weapon is a reasonable degree of force, summoning a swarm of insects to eat them alive is visibly excessive.

  • Now I can pass down BOTH axes for generations!

  • This is why my DM is starting the campaign by teleporting us in post-death house at level 3. Not because he doesn't think that we can't handle it or anything, but because everyone except me is invested in their characters enough to get upset if they die without accomplishing anything and apparently the encounters in that thing are blatantly unfair for the sake of building the mood. Which, my first campaign is a converted AD&D module (Against the Cult of the Reptile God) where the first intentional combat encounter comes after an innkeeper learns that they're here to investigate strange goings-on in the town, and orders their drinks poisoned under the guise of grateful hospitality. 6 thugs and a level 3 Cleric come out of the wall to kidnap the party while they're dressed-down of their armor and/or knocked out from the poison kicking in once they're asleep, the Wizard only survived an Inflict Wounds because melee attacks can always be chosen to knock out. D&D land was never designed to be fair, but it was designed to set the mood that what they're up against is borderline insurmountable in a direct assault, without telling the players "now that the lesson's sunk in, hurry up and roll a new dude, other people are waiting."

  • Take is too spicy. Would've worked better if you'd just kept to the fact that Billy Ray is plenty good if that's your style.

  • Fiend Bladelock getting all the sword of Paladin with all the fun of Sorcerer. Sure, they only get 2 Fireballs per Short Rest, 6 per Long Rest if your DM does SRs as intended, until level 11 when Warlocks get more slots. But, when they run out, they can hit twice.

  • My DM gave me a quiver of endless arrows once, but didn't word it well so my Ranger started repeatedly pulling arrows out of it to see if it ever ran out. The bartender was pretty upset with him making a mess of his floor.

  • I like to use them as part of treasure hoards for creatures that are either primitive or ancient, as a nod to the difficulty in separating the alloy. For the latter, sometimes the coins have value as archaeologic artifacts moderately higher than their own value, if the party invests their time and ration resources to find someone to pay that much.