DM: Alright. Now that you've come up with your plan, time for the execution! Pinkie, roll Streetwise to convince the townsfolk to come out on the event day.
Pinkie: You got it! <roll>
DM: Applejack and Rainbow Dash, roll Strength to carry in all the heavy supplies.
Applejack: Uh…
Rainbow Dash: Okay…?
DM: Twilight, you'll have to roll Intelligence to remain impartial.
Twilight Sparkle: Huh?!
DM: Well, your character might be emotionally compromised during the proceedings. Fluttershy and Rarity...
Twilight Sparkle: Look, I get that we can't exactly say we just did this and be done with it, but do we have to roll for every single little thing?
DM: ...Okay. I won't make you do the Dungeoneering check, then.
Applejack: Dungeoneering?
Twilight Sparkle: What on earth does that have to do with…?
DM: No no, you've convinced me. It's clearly not necessary.
Improvising mundane but necessary non-combat events can be tricky as a DM. There's the natural desire to put in challenge and chances for failure, chances for the players to prove themselves... but it's also dangerously easy for the little details to become a pace-halting tangent all their own.
Oh my gosh, Fallout is Dragons is back! Maybe. I might have forgotten how long it takes to edit one of these things and it's not done yet. If not, it'll be here tomorrow for sure.
Having gone back to a D20 Star wars system on Tuesday, I decided to try again at the whole "diplomancer" idea I kinda had going with my last character. Since I wasn't having fun last time around, my GM managed to convince me to roll a Jedi character in the middle of the "Rise of the Empire" time setting. With this in mind, I put as many points into Gather Information as possible, reasoning that it would help me keep myself from walking into a trap by hopefully finding out about it before hand, as well as be useful to the group by finding jobs.
The kicker is that I'll ask a specific question about what I want to find out about and he'll make me roll the check. Well one time I actually asked if it mattered what I rolled, since I had a pretty high bonus to the check, and he let slip that he was just randomly picking stuff from the book or coming up with something off the top of his head and giving it to me. Thus it didn't matter what I rolled as I'd be getting the same information regardless.
Granted, his star wars games tend to be more sandbox than most and I'm fine with him buying himself some time. It's just finding that out took the wind out of my sails a tad bit. Then again, he has told me several times he doesn't like doing skill checks, so I probably should have seen this coming a mile away.
To diplomancer:
That sucks. It really doesn't take that much to come up with something and vary it by how high you roll. Else why even have skills? It sounds like your DM would be happier in a FATE-like system than d20.
Ironic considering that he absolutely abhors the system...or was that the Anima system? Either way, he plays the system everyone in the group wants to play and no one seems interested in playing anything that isn't D20 based. My DM and I might be happier with something else, but that's an opinion no one else shares apparently.
Asking me to roll attack and damage against my opponents.
Now, that may seem strange, but the little thing I didn't know about this pre-generated pathfinder societies map I was playing (which was for levels 1-7) was that I couldn't harm anything. As dumb as it sounds, I and my animal companion couldn't actually hurt anything because of everything's damage reduction, which was apparently all 6 or something.
Seeing as I wanted to play a support character, I didn't even have any spells that could harm anything and Entangle was useless, cause there wasn't any vegetation.
@Disloyal, From the way Pathfinder Societies works (apparently) not even a crit would harm them (yay).
@Digo, He "forgot" to tell us about a half dozen things that we should have known to fight some of the enemies (including the boss), the term 'playing straight' is not in his vocabulary.
My group was exploring a castle that had flooded during a recent war. We had the obligatory bunch of critters to pummel but the real challenge came from the doors, which had become swollen and stuck. Can't pick a stuck door, so we had to break them down. Our rolls to do so were terrible, and in one case we crit failed and managed to bounce the axe back into the barbarian that was trying to hack through. Eventually our gm just let us continue without all the door nonsense, but my party to this day still hates doors more than any monster
I once ran a Pulp 1930s adventure archaeology campaign where the party sought out an artifact in the Amazon. After a long boat ride, they landed in Brazil.
The party goes to a bar, and the medic asks the bartender for directions. Just asking for directions shouldn't require any roll, but I asked him to roll streetwise.
He crit-failed. So I ruled that the medic was still feeling quite seasick from the voyage, and vomited on the bartender.
The bartender punched the medic in the face.
Another party member drew his gun and SHOT the bartender.
NPC bar patrons grab improvised weapons and knives to avenge the barman.
In the ensuing fight, everyone in the bar except for the party died.
I prefer to do the unnecessary rolling of dice on the other side of the screen myself. Whenever I fell the need to create an atmosphere of paranoia; *roll* "carry on." It's also a great way of ending player bickering.
I had a GM ask me to make a charisma/Speech check to order a drink at the bar. I failed it and the bar tender refused to serve me. Even though I had money and haven't started any problems.
I had a GM make me roll to run straight - although I even didn't care -.-
I was escaping from some pursuers, and my only criterium of direction was "away from them". I didn't care about the whereto, but he made me roll anyway.
Well, actually he did this, because he didn't exactly know where to go with this himself...
At one point an enemy threw an entire bag of wisdom draining poison powder at me and the party rogue. I was a monk/fighter hybrid, but I didn't manage to make my saves until like 6 wisdom, so we were pretty fucked up. The DM ruled that we were suffering from hallucinations, and I ended up making like ten will saves to "attempt to disbelieve" the hallucinations. It worked for a while, but then the corridor was a mile long and things went downhill from there.
Later we woke up in a hole that turned out to be in the middle of a Murlock cave.
I still have no idea how we got there, but I sure as hell climbed out(after all, in PF halflings get +2 climb)
They were chasing a villain through the streets and one of the PCs was pursuing from the rooftops. Eventually they jumped off and the GM kept making them roll to cover distance.
Y'know, while falling.
That thing that tends to happen at a constant rate.
Wellll... if you want to be technical you don't cover distance at a constant rate while falling... it's closer to the change in the rate at which distance is covered that's constant.
Besides... maybe they were bouncing off umbrellas and rooftops in classical cartoon style that tested their agility/speed?
Every so often , particularly with new players our DM will add a few things to a bunch of Skill checks. I think the last time he just pointed to the players one at a time and asked them to roll some skill that's never used.
I've had a DM do that to me before, except with a perception check. He also let slip that my sorceror, the guy with the +14 to perception, wouldn't be able to see it with a roll of 20. This, of course, made everyone outright paranoid.
The sad thing was, it really did turn out to be nothing. Stupid enchanted mouse with high stealth...
Well, once my party was walking along a sewer river and the rogue went to kick a rat. The DM made her roll to hit, and she rolled a natural 1. The DM declared that she missed the rat, overbalanced, and fell into the water. Cue a five-minute-long fiasco trying to pull her out (our dice were not with us that day)
Speaking of rolling ...
Remember The Name has incredible syncopation. Fort Minor manages to stick to the beat like classic rap while throwing in backphrasing and solid riffs like modern hip-hop except without sounding lazy.
Unnecessary rolls? You mean like when my half orc paladin was getting married, and the DM made me roll diplomacy to apply for a marriage license? And made the the threshold for success a 15?
It was literally a 50/50 chance. I failed, and I got myself arrested for accidentally implying that I was pimping for my fiance.
Apparently, I stammered, and misspoke, and the words pin up came out when I meant prenup, and somehow I started rambling about how the john was always acting up...
It was a masterful execution of horrible misunderstandings. Wifey did the paperwork after she learned what happened. My paladin never heard the end of it.
I would argue that unnecessary rolling is the cause for half the terrible disasters that befall our party... Like that one time an unececessary roll over lost marbles led to a misunderstanding resulted in wanton violence, unintentional spontaneous pony combustion, fleeing from authorities, and eventual incarceration and permanent incapacitation.
Hello. Long-time viewer, first-time poster.
So my group was spelunking in an abandoned supply depot. There weren't supposed to be a lot of creatures, but plenty of little traps everywhere, so I often had the PCs roll a lot, just to mess with them. Big mistake. The rogue became so paranoid, that he refused to touch anything, including doorknobs, and the game slowed to a crawl as they strove to find new ways, both more subtle and more direct, of progressing through every single untested room.
It was a good year ago, and we were playing 4th Edition. There were only 3 players that day, counting me and not counting the DM. We were trapped in a cave in, and needed to cross a pit. It was maybe 40, 50 feet long, and about as deep. We were level 2, by the way.
I had a climbers kit because I thought it might come in handy. I had the idea to hammer the Pitons into the wall next to the pit, to make it safer to cross the tiny inch wide ledge that was there. This was a mistake.
We had to roll to hammer in each individual piton, the roll determining how well it worked and a bad one breaking them. Then we rolled each time to not fall from hammering. Then we had to make a check to move forward to hammer in the next one. Overall, a good hour was wasted getting past, and all but three of the pitons I had were gone. I just wanted the +2 to getting across from my climbers kit, not that.
Of course, immediately after that were some random stalactites coming out of another pit acting as platforms, and we needed to jump across. These also required individual checks. This pit was 150 feet deep, and instantly lethal to everyone at the level 2 we were at. I rolled a 1 my first jump, and used a teleport power to get to safety, as I had mentioned was my plan if I fell. I was informed I should be grateful he allowed it. I was frustrated at this.
It took literally over a hundred rolls to make it past all that, And several hours. That was the whole session. Rolling to get past 2 pits that had a length of not more than 100 feet between them. Only reason nobody died was because I had that climbers kit. Two checks to get past each pit would have been much better.
It was a racial ability that let me teleport, since I was playing a Shardmind. Also was playing a psionic class, and I don't know if they have spell failure chance at all. Spell failure isn't much of a thing in 4e anyway, I think. I've never seen it used at least.
It was the only spell like thing used, so it would've only come up the once.
Playing New World of Darkness.
"Roll to break the car window. Roll to find the lock on the other side of the door. Roll to see if you cut yourself on the broken glass."
Oh my gosh, Fallout is Dragons is back! Maybe. I might have forgotten how long it takes to edit one of these things and it's not done yet. If not, it'll be here tomorrow for sure.