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If it is the Will of the Dice, Anything is Possible (Art by Shen Comix)
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Or when the awkward friend wants to play a bard and the butterfly plays a fighter with CHA as a dump stat, then becomes the face anyways because they love roleplaying and can manipulate the GM IRLI was once GMing for that same bestie in a 3d6-based system. I told her to roll, then realised her stats weren't high enough for her to succeed, so told her not to. She gave me a look, picked up the dice, and rolled a crit. Out of SPITE. And this is 3d6, so it's a 1 in 216 chance. She didn't need to manipulate me. Either I went along with it, or my dice would be forever cursed.
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Generally speaking, to shut the player up about it
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Sounds like a possibility for a really creative story moment. Maybe the comic book that character always carries around with them just so happened to use the same runes as their "secret language" and the author of that comic is some super nerd for that specific language.
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It does in fact apply to skill checks and ability checks. Nat 20 just means rolling a 20 naturally on the dice before any modifiers are added
I think what you meant was that "critical success" only applies to combat! In this instance, the natural 20 still means it's the highest possible roll for an ability checks which gives it the highest possibility of success. Just a daily reminder that someone can always come around and surpass in pedantry. (Sorry I couldn't resist
No hard feelings meant)
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If someone wants to jump into a cavern and use strength to flap his arms to fly, rolling a d20 can be to see how much the person fucked up. A 20 isn't an automatic success. Same when someone mixes a potion, the d20 may be to see how much it will poison the creator if they drink it. Roll to see how badly you fail.
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I house rule it to anything where dumb luck might help anyway. deciphering a language you know nothing about? nah. lockpicking a simple lock despite not really having much of a skill? woah, you don't know wtf you did but things clicked. you could probably force it open with a high enough strength check too but hey.
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Sadly, the elf only knows Common and Elven.
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Actually my inspiration to use the "your character is too smart" sometimes when a smart character flops a roll "You're too busy getting lost in the many potential complex solutions to the riddle, and are hopelessly consumed by it's mysteries" for "when is a door not a door" or similar
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Generally speaking it's considered bad practice for a GM to call for rolls that literally no one in the party can succeed at, but as with anything in tabletop roleplaying there is nuance. There could be a narrative reason for the player to not know just how difficult something is and you don't want to give it away by just telling the players they can't succeed. If the most capable member of the party rolls a 20 and fails then the "reward" is the narrative of the attempt and learning what you're up against. Or maybe someone in the party *could* succeed but for whatever reason the child-prodigy wizard with a strength of 8 wants to try lifting the portcullis. It wouldn't make any sense for them to actually do it.
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It does in fact apply to skill checks and ability checks. Nat 20 just means rolling a 20 naturally on the dice before any modifiers are added
I think what you meant was that "critical success" only applies to combat! In this instance, the natural 20 still means it's the highest possible roll for an ability checks which gives it the highest possibility of success. Just a daily reminder that someone can always come around and surpass in pedantry. (Sorry I couldn't resist
No hard feelings meant)
Bad faith and pedantry aren't the same. The comic very clearly implies that the nat 20 caused their dumbass character to be able to decipher the runes. If it didn't, the player wouldn't have announced "Nat 20", but the actual score, wirth modifiers taken into account. -
They're the "Say Friend and Enter" runes. Gandalf couldn't figure them out but Merry (accidentally) did.
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Bad faith and pedantry aren't the same. The comic very clearly implies that the nat 20 caused their dumbass character to be able to decipher the runes. If it didn't, the player wouldn't have announced "Nat 20", but the actual score, wirth modifiers taken into account.Nat 20 is very, very commonly used by GMs to mean "critcal success" in or out of combat, no matter the explict rule. Same goes for nat 1 being a "critical failure." Why? Because it makes the game better for everyone to have these rare rolls rewarded or hilariously punished.
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Your daily reminder that"Nat 20" doesn't apply to skill or ability checks. It's applies to combat only.In BG3 (which mostly follows d&d 5e rules) you succeed in a skill check with DC 30 on a natural 20 even if you have less than +10 as a modifier on the roll Are you sure a 20 has no special meaning in checks in d&d (I presume you mean in d&d as it's the most popular system)
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In BG3 (which mostly follows d&d 5e rules) you succeed in a skill check with DC 30 on a natural 20 even if you have less than +10 as a modifier on the roll Are you sure a 20 has no special meaning in checks in d&d (I presume you mean in d&d as it's the most popular system)Yes he is and no it does not. That is a common house rule Larian implemented into BG3, but it is not part of the original rules of DnD 5e.
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Yes he is and no it does not. That is a common house rule Larian implemented into BG3, but it is not part of the original rules of DnD 5e.I'm glad you know them so well. In what way is such a popularly used rule not a rule?