DM: After you drive off Hurricane's spirit and finish sealing the tomb entrance, Celestia's reply appears before you. Basically, it congratulates you on your find, promises that she'll see to the problem personally and posthaste… and asks if you've decided to whom goes the credit of the discovery. She can still only push for one ticket out of this, maybe two.
Rainbow Dash: Well, based on who did most of the fighting, it's obviously me.
Applejack: Oh, come off it. I was helpin' Rarity get her sneak attacks. Y'know, like team players do.
Rainbow Dash: Why can't you just admit I'm stronger than you? You're a farmer! My character's whole life is fighting!
Applejack: There's more to strength than just raw power, Dash. And besides, you're also a weatherpony, remember?
Rainbow Dash: Yeah, yeah, whatever.
DM: I don't suppose you could just go for the double?
Applejack: What do YOU think?
DM: No worries. I was kinda counting on that.
No Fallout is Dragons this week, since I was at Everfree Northwest the last weekend. However, this weekend we're going to do a ton of Fallout is Dragons. Like maybe three sessions of it. It's going to be crazy. If you're caught up and want to see it live, my hitbox livestreaming channel will probably be very busy the next couple of days.
One player in our RiM game uses his claws for just about every saving throw and defense. Dodge? He swipes at the attack. Force blast effect over an area? Swipes at the force to cut through it.
Well, not me, but there was this guy who wanted to feint death instead of just rolling chance of stabilizing (D&D 3.5).
Mine isn't so over the top, although it may be more silly. I once convinced my DM to allow me to make a knowledge (architecture) check instead of an acrobatics one, under the assumption that I would be able to traverse the ledges better if I knew how they were structured (it did probably help that the DM didn't feel particularly murderous and was willing to let twisted logic slide if it helped overcome the challenge).
Instead of using a perception check to find the hidden door on the hidden room, I used my profession: butler skill to clean the room of the dead corpses and stuff and lowered the dc from 30 to 10.
It was also locked, and we had no one with disable device, so we used mining tools and sledges to bash it open.
I remember a dungeon crawl where there was a corridor filled with death traps, and we were given a long list of checks to get through without setting them off.
As the team tank, I decided to skip a step and just yolo'd on through on one Endurance check, plus an Acrobatics check to jump the bottomless pit.
Reminds me of an old AD&D Dark Sun game we were in. The team tank is getting bored with all the locked doors we were finding. They were all trapped, too. But he figures he's the team tank, so he can probably take it.
So he just starts kicking down doors and rolling saving throws. He makes all his saves until the last door, where he gets nailed by a paralysis vapor, which freezes him for about an hour. But he *did* open all the doors! :)
It's probably due to having RP-ed with DM's that are either very cut-and-dry because they are experienced, or they are somewhat cut-and-dry because of their lack of experience.
well I´m not sure if it counts but I just had my character spit a prison guard in the face and the used that spit to waterbend himself out of his chains with an acrobatics check, the following escape used the quite expected stealth
Speaking of which, thanks for turning me on to the All Guardsmen Party. It's gotten me interested again in 40K books and RPGs. I've just read the entire Ravenor series, reread Inquisitor, rereading Eisenhorn, and delving into the various FFG games...
I'm glad you're enjoying it! Shoggy's hoping to get the next chapter done within a week or two. Have you read any of the Ciaphas Cain novels? They're some of my favorites.
Reading AGP after playing in a Dark Heresy game inspired me to try running Only War. Results so far have been... mixed.
I once played Scotty in a Star Trek adaptation of a system. Among my special powers (keywords where dice checks get much easier) were alcohol and miracles. At one point, we had to get someone to give up info. I planned to get him so drunk that he'd talk.
GM: "That would take a..."
Me: "...alcohol miracle."
IIRC, the dice check immediately dropped from "difficult" to "automatic pass".
Star Wars: Edge of the Empire seems to cram most crafting skills into Mechanics. Need explosives manufactured? Mechanics. Need hardware built or upgraded? Mechanics. So...what skill do we logically turn to when we want to grow synthetic crystals? Or to bake a meal in some VIP's native cuisine as a diplomatic overture? What about to quickly forge a slab of durasteel?
One time our team was stuck in a Spanish speaking city and we did not Spanish, so I, being the only non-KOed person used my Knowledge:Occult to find some cultists who spoke a mutual language; Demonic.
We kinda freaking out the people at the hospital with the yelling in demonic, but at least we could be understood.
So I was playing a Scientist(the Neil Patrick Harris kind) in a Starship Troopers styled Space Marine type game using a fast and loose adaptation of the World of Darkness system. World of Darkness allows you to put points into specialties that you make up that are tangentially related to the base skills that exist per the system. This led to the running joke of trying to apply my specialties to every conceivable situation or roll(especially the inconceivable ones).
"So... does my specialty in Triggered Explosives apply?"
"No! For the last time, no!"
One of my favorites from that game was attempting to apply my specialty in "Science: Chemistry" to seducing an NPC.
I used Telekinetic Maul to smash a window in the side of a sinking airship so I could try to bat a monster clown out of the hole. He was the one who had sabotaged it and our party had only roughed him up. Unfortunately I failed to push him out fully, but he was balanced right on the edge, so when our sorcerer hit with his spark jump, the included push sent him tumbling out with 2/3rds of his health left. It wasn't even intentional; the DM had to ask if it had any qualifiers that meant it wouldn't happen. But it did, and that git went flying.
Sadly he'd had a flying shield strapped to his back, so he lived to annoy us another day.
The DM is like "you're making the whole 'having to learn a friedship lesson' so much simpler for me". For once it would seem the players, by acting out their normal selves, are giving into the plot. If so, well played DM.
Personally I think that this is going to blow up in the GM's face. AJ and Dash are going to resist any lesson due to their now sour feelings and the rest of the party seems to have barely gotten to do -anything-. They probably spent the entire session sitting there watching two players insult each other constantly. Sitting for hours and only getting to roll dice for damage during a fight and doing little else is not engaging.
Also I have a feeling Twilight or someone else will realize that the GM pretty much railroaded them into doing the planned adventure, with their only real input the entire session ending up as little more than flavor text for a prologue that in the end meant nothing and just contributed to even more needless conflict drama between AJ and Dash.
I imagine that their inability to take the GM's lead to come to an agreement and quickly nab the tickets is about to lead to Spike or someone piping up between the bickering to point out that the discovery's indisputably Twilight's. Who was the most help in the fights within it is totally irrelevant.
At some point they all will remember that they did not even want to go.
Mix the fact that most of the players are just sitting there doing nothing outside of the one fight, with none of them having a IC want to get a ticket:
Anger at GM incoming.
In a particular Pony Tales game I had a dragon with the burrow ability. Didn't realize it at the time I took it, but it is amazing for getting around obstacles. Just dig around them.
In a custom Fallout Equestria game, my changeling medic was fighting a rather powerful unicorn. He was betraying the town to the Enclave. So I used a magic shield to cut his horn off.