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Daddlewater’s show of strength has been enough to bring the vamps to the negotiating table, but will they honour the agreement? I’m not so sure…And how long until the Bat Queen wakes up? Times a tickin’!
Late again, but only by 24hrs, which isn’t bad. Despite losing a day to family stuff (summer hols so there are nieces to entertain). And I had to finish the current vote pinup. Other than my lateness I’m basically perfect! And modest too. Certainly not delusional.
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Okay, we previously saw why Sir Daddlewater would be an unholy terror to face as a player in the form of his essence stealing ability. Now we may be seeing why he’d be the same unholy terror for the DM if he were a player, because few things can destroy a campaign plot than a well built diplomancer con man. Seriously, get diplomacy high enough and you literally get at-will unblockable charm and suggestion spells… If you can’t figure out how to absolutely destroy a campaign with that how where you smart enough to get to that point in the first place? I personally witnessed a high diplomacy character in a game get a high level pirate captain with a split personality to kill himself because they convinced one personality that his wife was cheating on him with the other personality. After the conman was the guy that was ACTUALLY caught sleeping with the captain’s wife. Granted that may not be the BEST example because that campaign was kinda silly anyway (we DID have to deal with the Monty Python French Guards at one point), but the DM did set the DC stupid high to convince the pirate and they still succeeded (I think the total roll was 50 if I remember correctly). And people new to D&D character optimization think that the Dungeon Crasher fighter build is overpowered because it can delete a single opponent each round…
Yup-Diplomacy can be a very powerful thing. I’m the sort of DM that would let that sort of thing happen in the right circumstances because it can be fun and if a player wants to have some sort of power fantasy (combat or otherwise)I’m happy to facilitate that-As long as it doesn’t ruin the other player’s fun. I suppose that’s the balance you have to achieve. Bravo to your crazy DM for allowing such a crazy outcome to happen 😀
Some DMs are a bit too paranoid about the players. They seem to think they need to ‘win’-Or at least thwart the players and create situations where the heroes can’t use their cool powers or skills. I tend to be the opposite as a DM (or at least I try to be). I find out what the players can do and I try to create challenging situations where the players get the chance to really shine and do cool stuff. I make my encounters really hard but not in a frustrating way. That’s the aim, anyway 🙂