D&D – Dumb Luck  #shorts  #dnd  #roleplayinggame #cosplay #fantasy



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19 thought on “D&D – Dumb Luck #shorts #dnd #roleplayinggame #cosplay #fantasy”

  1. I’ve got a dumb idea.
    Classic fantasy town with a king ruling under a lower class
    You play as a Druid with wild shape and transform into a mosquito you first feed on a peasant with the plague then fly into the castle and infect the king then maybe he will die?

  2. I have a rule that for something ridiculous counting as not probable, but technically possible, a player has to describe the way in which they plan on doing it. Just saying you want to convince someone to do something is not enough. Give an argument that could possibly work. Roll. If you're absurdly lucky, the argument is gonna work.

  3. 1) Dumb Luck rule limitations, solid boundaries
    2) the Party now probably has a succession crisis on their hand in addition to the Dark Lords army running rampant in this kingdom

  4. Absolutely not. You can roll persuasion, but the result of the roll will be how much offense the king takes at your brazen attempt, not whether it's successful or not. The higher the roll, the less offense he takes.

  5. This is a revised version of one the items I made a while back.

    The Conductor's Batons.

    Description.

    A set of two magical Batons that have an ancient text nearly lost to time engraved into the handels only two of the words have been translated on one of the Batons “My Beloved”,

    They can be used independently of each other but when used together their powers grow exponentially, as well as growing exponentially The Conductor's Batons require a passive intelligence and wisdom of 10 to even hold without going mad.

    Stats.

    When someone other than The Conductor is using one of the Batons after passing the intelligence check of 16 and the wisdom check of 15 on a group of less than twenty people you can bend them to your will if one of these checks fails you will only be able to control half of those people when using one of the Batons on one hundred or less people it will require you to pass a wisdom check of 16 and an intelligence check of 18 to control them.

    When someone other than The Conductor is using both of The Batons at once and passing a intelligence check of 20 and wisdom of 20 you can make entire planes bend to your will, 

    but there is one drawback: if you fail both of the checks you start to lose your mind as it takes unimaginable mental fortitude to control even one person let alone thousands.

    Some of the extra effects are that if both of The Conductor's Batons are used inside of a locomotive you can drive it off the tracks and the ground, if no locomotive is nearby if both of The Conductor's Batons are used in sync they can be used to summon a spectral locomotive with enough supplies and rations for a group of 4 people to survive for three and a half months, the spectral locomotive can go through solid objects if The Conductor or whoever is holding both of The Conductor's Batons chooses.

    Some of the exponentially increasing power I mentioned is that the power increases to the point that you can alter reality on a massive scale when you have both and when you only have one of The Conductor's Batons then you can only influence people/make minor disguises but when you have both of The Conductor's Batons you can completely alter reality.

  6. Sadly my players would never remember this rule if it 9nly comes up like once a year. Also I would add a rule that you can only SUCCEED it once an adventurer. Because otherwise you might have it for years and it never succeed as they never want to use it or it always fails when they do.

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