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User avatar #67 - PvtToucher (12/16/2015) [-]
There's natural twenty rolls, so are there unnatural ones?
#68 to #67 - pentol (12/16/2015) [-]
yes. ish...
characters can have items or points in skills that give them bonuses to perform actions. say you have skills and items giving you a +4 bonus to climb. you roll the dice and get a 16. you can now pass a skill check of 20, and it would technically be an unatural 20, even tho most would call it "20, with the bonuses" or something like that.
a "natural 20" is the dice showing 20, before you add any bonuses. most games treat 1 and 20 as critical failure, and critical success, respectively, and you will succeed or fail any action (sometimes spectacularly) even when considering bonuses.
so even with no bonuses from skills or items, you can still clear a skill check requiring 25, if you roll a natural 20. or fail a skill check of 5, even if you have +6 to that activity, if you roll a natural 1.
User avatar #70 to #68 - PvtToucher (12/16/2015) [-]
sweetness! I would love to get into this with some mates but I feel like I lack the creativity.. and friends who would want to play. **** the closest thing I've played to it is a game called munchkins. thanks for the explanation man!
#71 to #70 - pentol (12/16/2015) [-]
know that the stories that are posted to FJ are the ones that were worth the screencap of the *chan post, that was worth posting. the standards are set pretty dam high if you go off these. the most important thing is that you try to have at least one big motivation for your character, and at least two defining traits of personality for them, and you can function.
lemme try to make a few ideas for easy to roleplay characters on the spot:

a wizard that is tired of study in the library, and seeks more exciting and exotic magic, that gets too excited about new spells, and takes his speech on seemingly unrelated tangents.

an elf who seeks to find their clan, but has nothing but their own tattoos to go by. They are risk averse, and sees value in delivering decisive blows that will ensure the foe can never hurt them again. speaks in efficient sentences.

the recordkeeper who needs to document the different races's typical quirks and customs for the racist noble they serve (who wishes to expell all non-[your race here] from their land, and the entire kingdom) that will always seek to satisfy their own curiosity, and gets nosy, and is ignorant of obvious risks.

the sheltered son of a lord, sent out to toughen up, and who has trouble adapting to the world outside the city, but despite snobbishness and aversion to getting his hands dirty, is also very kind and caring.

once you have your own character with some characteristics, it's fairly easy to sink into the role, and making the decisions that such a character could reasonably well make.

if you can create a character like that, which feels defined (and isn't either a powerfantasy, or grimdark'n'edgy) you will easily be a great companion to roleplay with. consistency is more important than those bursts of brilliance that gets screencapped. with more experience, those moments will occur naturally anyways.

if there is a shop for hobby suplies, comic books, or similar, they might be able to put you in touch with a group of players, or you can go online and look for people.
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