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I’m just a weird, furry, pan guy (cis he/him). I also have a big, blue username.

I’m learning Japanese so sometimes I might write something out in romaji just to practice. Please correct it if it’s wrong!

  • 28 Posts
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Joined 1 year ago
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Cake day: July 1st, 2023

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  • Look, I’m not gonna tell you the DC so you can just make a note and come back later knowing you can pass. You’re gonna have to see what happens and figure it out. The only time I will ever tell a player they can’t do something, is if they are trying to do something that is against the rules of the game. I might inform them of potential consequences of their actions if they don’t seem to quite understand something that should be obvious, but that’s about it. I also use critical fail and success with skill checks in my games, to make things more interesting. So even if the DC is impossible, a NAT20 may still get you through.






  • I always wanted a Trek series that followed humans that were not part of the Federation. Maybe Maquis. Maybe characters more like Firefly’s. Just in that universe and not bound to the rules and regulations we already know about through the other series.

    Prodigy almost fits, except that the kids are aspiring to be like Starfleet so they are still following their rules and regulations… Mostly. Plus they’re being guided by a holographic version of Janeway.










  • What my players hear depends entirely on how well they roll. Nat 20? What do you know, the orcs just happen to be going over their plans. Nat 1? The orcs hear you. A passing roll, but just barely? You overhear one of them fart and 2 others laughing hysterically.

    This is a situation with an element of luck and you’re literally using luck to determine if they even succeed; why not incorporate the numbers in the roll to reflect the random nature of the game world’s reality?