Hey all, I wasn’t really a contributor over at r/dndmemes, but I was there at the end. Yikes. Anyway, here’s a small contribution to help this place grow.

Context (possible spoilers for Waterdeep: Dragon Heist):

Our party was trying to get information out of a locksmith about the installation locations of some extremely elaborate locks and generally not getting anywhere. Locksmith says something to the effect of making locks that “his type” (gestures to my Rogue) can’t get past.

I’m an introvert at a table with multiple extroverts that normally dominate the role play. I’m generally okay with it, but this is my moment and I’m taking it!

“Wanna bet?” I ask.

Locksmith looks at me.

“Bring me your best lock. If I can pick it, you tell us what we want to know. If I can’t, I’ll give you 10 gold”.

Challenge accepted! My Rogue has 20 DEX and proficiency in Thieves’ Tools, so I’m sitting at a comfy +8 to lockpicking challenges.

Natural. 1. FML.

  • Walop@sopuli.xyz
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    1 year ago

    Failure should lead to something interesting or fun when possible instead of just “you can not do it”. Like you fumble the picking so bad the lock jams. And it is expensive, so now you not only owe the locksmith the bet, but he is also angry and you need to do something to deal with the situation.

    Failure shouldn’t be a stop in the story, only a twist.

  • SapienSRC@lemmy.world
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    1 year ago

    Some of my favorite roleplaying experience at the table was due to a nat 1. Failure can be hilarious and a good DM will reward solid roleplay with a way out of a negative situation.