this post was submitted on 06 Sep 2025
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[–] Mechaguana@programming.dev 2 points 5 hours ago

They crit as in get more RP if they succeed :D

[–] trslim@pawb.social 41 points 1 day ago (1 children)

Fuck you, Im dm so I get to pick what does and doesnt crit >:(

[–] WoodScientist@lemmy.world 14 points 1 day ago

Exactly. Why not make them crit? It's going to be up to the DM anyway to define what a "critical success" means on a skill check. There's no hard rule like the extra damage that comes with crit successes on attacks. The DM gets to choose what a critical success on a skill check actually produces. The DM can easily just make sure the crit success isn't game breaking.

Your players are in an audience with the king. The bard tries to be funny and tries to convince the king to give him his crown and hand the kingdom over to him. Actually making the bard the new king would break the game. But maybe a critical fail means the bard gets sent to the dungeon to be tortured for daring to make such a request. A critical success means the king will grant the bard one "wish," ie, any reasonable single reasonable request that is within the king's power.

The whole situation is fully in the DM's power.

[–] Honytawk@lemmy.zip 31 points 2 days ago (1 children)

On page 242 of the Dungeon Master Guide 2014, it describes crit successes and fails as an optional rule.

As optional as multiclassing and feats.

[–] chetradley@lemmy.world 1 points 19 hours ago

Also grid based combat! If you want to be D&D purists, have fun but I'm glad my group isn't!

[–] leftzero@lemmy.dbzer0.com 20 points 2 days ago (1 children)

The problem with DND¹ is that it's a wargame cosplaying as a role playing game.

We're not recreating historical battles. Let the players (and the DM) have fun.


1.— It boggles the mind that one of the early failed experiments at making role playing games (by slightly modifying the rules of pre-existing wargames) is still somehow the standard.

Sure, it was one of the main inspirations for the genre... but there's a good reason we're not still driving Ford Model Ts.

[–] Stovetop@lemmy.world 21 points 1 day ago (1 children)

D&D today is almost an unrecognizable game from its first incarnation in the 70's, though. I'm not really seeing the parallels to war games other than the fact that you have the option of using a battle map in combat, which is hardly unique to D&D.

To borrow your analogy, no one drives the Model T today, but cars still have 4 tires and a steering wheel.

[–] leftzero@lemmy.dbzer0.com 7 points 1 day ago (1 children)

It's a game designed around math, combat, and dungeon crawling, not around roleplaying.

The objective isn't to have fun roleplaying, but to roll the right numbers to maximise damage to the enemy. Any real fun comes from ignoring the rules and homebrewing.

The car might have gotten a few coats of paint over the years and maybe more ergonomic seats, but it's still the same old chassis and engine underneath.

There are many games built around the concept of getting the players to have fun roleplaying, but DND has never been one of them, and if it ever became one it'd no longer be DND.

[–] DonPiano@feddit.org 3 points 1 day ago

It's also not really designed to make combat particularly interesting, other games manage that much better. Either shorter or narratively interesting.

[–] kerrigan778@lemmy.blahaj.zone 44 points 2 days ago (2 children)

They do if the DM says they do, y'all get way too hard for the rules as written.

[–] Karjalan@lemmy.world 2 points 1 day ago (1 children)

Yeah, the people that do rules as written, or follow a book for a campaign to the letter, to hard often end up taking the fun out of it.

My first ever campaign I was an outlander ranger with high survival. We started in a swamp and it was written "pass survival check, if fail, roll to go in a random direction". I somehow failed 7/8 rolls with +7 (bad luck). We spent the whole session going round in circles and ended up further away from our objective than we started.

I felt awkward/stressed, and the others just felt bored/frustrated.

Chatting with more seasoned players afterwards they were like "yeah, that shouldn't be how it normally goes, but it's not your fault, DM should have a fail safe for stuff like that. First rule is 'is it fun'. Just cause the campaign says 'do x' doesn't necessarily mean you should if it's not fun for anyone"

[–] ShaggySnacks@lemmy.myserv.one 2 points 1 day ago (1 children)

That's why I really enjoy the "fail but" or "success except" mechanic were even failing still advances the plot. Maybe you get lost however stumble upon something that can help with the objective.

[–] Karjalan@lemmy.world 1 points 1 day ago

Yeah, one of the other players in that sesh was a forever GM, he was saying how he will maybe do one big "bad roll, bad consequences", but then if it happens again something like "you go in the right direction but you twist your ankle in the brush" or "it takes twice as long" or something

[–] Graycliff@ttrpg.network 9 points 2 days ago

Not to mention which game you're actually playing.

[–] Kolanaki@pawb.social 28 points 2 days ago* (last edited 2 days ago) (5 children)

They do at my table. Because it's more fun, god damn it!

Taking a 10 is a strategic choice. You can automatically succeed because the DC is >10, or you can roll for it and try to get a critical success that comes with a random fringe bonus (such as extra XP, or making an action more permanent; like you crit a lockpicking check which just breaks the lock so it can't be relocked) but also with the chance of critically failing (you broke the lock and now it can't be unlocked!).

It also allows you to maybe succeed even if your stats would not let you. The DC is 50. With your bonuses, even a 20 would not beat the DC. But maybe fate intervened and you got lucky as fuck. Disco Elysium uses this a lot. Hell, there's a whole sidequest locked behind a door that can only be opened if you roll a double 6.

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[–] Godort@lemmy.ca 63 points 2 days ago (3 children)

It's technically homebrew, but basically every table Ive played at will give you a little bonus if you roll a 20 for a check and a little negative if you roll a 1. But we still kept that a 20 does not necessarily mean an auto success and a 1 is not necessarily an auto failure. You still need to beat the DC

[–] Archpawn@lemmy.world 2 points 1 day ago

Mutants and Masterminds has (effectively) a +5 if you roll a 20, but no extra penalty for rolling a 1.

[–] sbv@sh.itjust.works 22 points 2 days ago (2 children)

Agreed, auto success on a skill check nerfs challenges.

If the DC is so high that the PC doesn't succeed with a 20, it seems too random to give it to them.

Then again, it depends on the situation: a nat 20 trying to convince the penny pinching tavern owner to give you a discount seems like fun even if the DC should be infinite; but when dealing with something story related, I'd stick a little closer to the rules.

[–] Godnroc@lemmy.world 4 points 1 day ago (1 children)

I recall a Zee Bashew video that I can't seem to find that referenced a chart of how willing someone was to help when requested. The idea being the scale isn't from "I will actively hinder you" to "I will sell my estate to aid you" but rather from less then helpful to more helpful.

For example, if you asked some haggard clerk about a quest the scale might be:

  • Critical failure, the clerk directs you to the job board for details on any job.
  • Failure, the clerk may point out there specific job on the board and direct you to it.
  • Success, the clerk tells you that the person who posted the job is staying somewhere in town.
  • Critical success, the clerk may share a rumor they heard in addition to telling you where the poster may be staying.

Regarding a discount from a penny-pinching inn keeper, perhaps it could go:

  • Critical failure, payment for the entire stay is required up front. Extending your stay is not permitted.
  • Failure, They are not willing to lower their prices
  • Success, they will offer a lower price if you bundle extra services like meals, drinks, and baths.
  • Critical success, they will offer you the bundle rate without bundling.
[–] sbv@sh.itjust.works 2 points 1 day ago

For stuff that isn't story related, and if the group is in the right frame of mind, I'd ham up 1 and 20 on social roles. Nobody is selling their estate, but they might decide they take a shine to the PC or something else that's fun. Similarly, a nat-1 could get the NPC offended, so they refuse a request grumpily or only help grudgingly.

Otherwise, I think what you're saying is how I'd play it.

[–] Rolder@reddthat.com 20 points 2 days ago (4 children)

But at the same time, if the DC is so high that no roll could succeed, then they shouldn’t be rolling for it in the first place

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[–] ideonek@piefed.social 46 points 2 days ago (29 children)

Ok, but if the 20 doesn't succed, why did you let them roll in the first place?

[–] ICastFist@programming.dev 3 points 21 hours ago

Sometimes, it's about sending a message.

[–] Trumble@sopuli.xyz 1 points 19 hours ago

Because I don't know what their max roll might be and it achieves them something, they gain knowledge that something is impossible for them.

[–] Archpawn@lemmy.world 3 points 1 day ago

Some players don't ask.

[–] godot@lemmy.world 7 points 2 days ago* (last edited 2 days ago)

Once in a blue moon, an impossible check can impress a scale of difficulty on the players.

D&D example: a player with a high bonus attempts an Arcana check to figure out an enchantment and rolls well, up to a natural 20. I let the players have their moment of joy. Then I make a big deal of telling them they don’t have any idea what’s up with this enchantment. I really talk up how weird/complicated/confusing/impenetrable the enchantment is.

I’d be trying to prompt emotions I want the players and PC to share. Frustration, inadequacy. The players would viscerally know they need to try a different approach.

And because I gave the check a decent chunk of game time, it has more narrative weight. An interactive skill check is more substantial in the player’s mind than a monologue on the task being impossible, particularly if it stands out because they fail that check despite a super high result.

It’s a niche scenario, I admit. Most of the time just don’t ask for the check.

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[–] BartyDeCanter@lemmy.sdf.org 57 points 2 days ago (2 children)

They absolutely do, and the bonus effects are listed in the description of each skill action. Oh. you mean in D&D. washes hands

[–] bushvin@lemmy.world 8 points 2 days ago* (last edited 2 days ago)

Hello fellow Pathfinder!

[–] godot@lemmy.world 6 points 2 days ago* (last edited 2 days ago)

Dating back to 3rd critical skill checks in D&D suck because a lot of skills are written as pass/fail.

Example: picking a lock. If we want to add criticals, a 1 breaks the lock; mostly okay, with the long acknowledged fringe problem of experts being incompetent 5% of the time. What does a natural 20 get? I adore opportunities to be creative, but there’s not a lot better than, “You did it perfectly.” A regular success earns that according to the rules, I don’t want to take it away. A speech about how cool and ninja the PC is can come off pretty cringey to me. The correct mechanical answer would be to let the 20 roll over to the next check because the PC’s in the zone or whatever. Not awful, but it doesn’t directly reward the player right when they rolled the 20, which is the occurrence we want to feel good. We’re also rewriting several rules at this point.

Meanwhile, PF2e baked degrees of success into everything. On a crit fail they break the lock, on a fail they leave traces of their fruitless efforts, on a success they get one success toward opening the lock while scuffing it up a little, and on a crit success they get two successes and leave the lock looking pristine. The players don’t feel cheated when they get a normal success and scuff up the lock. The 20 has some reward for most characters. The 1 has a setback, even a reasonable setback for an expert with a +25 trying to open the DC 10 lock on Grandma’s rickety shed.

I actually don’t mind pass/fail skill rolls in D&D or other games. Rolling a 20 is inherently satisfying to me. But I adore the DC+10 critical threshold for making a good build feel like it was time well spent, in or out of game. And since the natural 20/1 and critical rules are connected at the hip, I’ll gladly take them both.

[–] Hegar@fedia.io 45 points 2 days ago (22 children)

D&D has all the money in the entire hobby, basically, and they still make terrible design decisions like this.

Rolling a nat 20 and getting a crit is the jackpot of d&d mechanics. Don't design a system where sometimes you hit the jackpot but don't win anything. That's an objectively bad choice to make.

[–] DaedalousIlios@pawb.social 25 points 2 days ago (3 children)

I 90% agree. I think most of the opposition to this comes from people exhausted with habitual boundary-pushers who think that a nat 20 means they can get away with defying the laws of reality.

Like, no, a nat20 persuasion does not convince the merchant to give you half his stock and all the money in the register... He would go broke and he's got a family to support, along with his own survival that your nat20 does not also convince him to stop caring about.

But at the end of the day, a lot of GMs who are sick of that need to be sent the dictionary page for the word "no." The occasional use of it really does improve the quality of the game, and I'm sure plenty of players will appreciate not letting aforementioned boundry pushers continue to waste time on impossible pursuits that do nothing to move the game forward.

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[–] jagermo@feddit.org 40 points 2 days ago (1 children)

They do in PF2e. And it rocks

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[–] RizzRustbolt@lemmy.world 19 points 2 days ago (2 children)

Acrobatics does. Add an extra flip.

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[–] panda_abyss@lemmy.ca 32 points 2 days ago

Rule of cool

If something sounds fun it’s happening at my table.

If you roll a 20 on persuasion or something we’re going to have fun, but I’m not turning characters into literal gods (though that did happen one game)

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