Discussion in 'Tilted Entertainment' started by MeltedMetalGlob, Jul 2, 2017.
A few assorted D&D jokes:
(and yes, only gamers will understand/find these funny)
I especially like the last one!
And really liked the 1st one...it was rockin'
A video on creating the ultimate character.
I don't care much for pre-rolled high level characters; the best ones are the kind you've had for years with genuine experiences.
By the way, I found an interesting resource for generating a player character:
Hero Forge Custom Miniatures
Apparently you can design your own custom character and have it printed out in 3D!!!
Playing around with the software, it inspired this bit of lunacy:
A few more jokes:
I especially love this one; these kinds of screwups are commonplace in my campaigns.
Also wanted to post an interesting link:
Basically, they sell flat plastic sheets of miniatures, terrain and spell effects. I just purchased a pack of wizard spell effects; they ought to come in handy for determining just how BIG that fireball spell is going to be, or how far that lightning bolt can travel. Also, whenever someone casts "Hold Person", we just place the miniatures on a 6-sided die to indicate they've been frozen. But now we can use the tokens as markers instead.
Yep, I do that all the time.
A good skull comes in handy.
Time to talk about traps!
I've played with some DMs that love them. They got perverse pleasure out of elaborate death apparatuses that would end a character's life quickly and messily like a Medieval Cuisinart. On the other end of the spectrum, there's the simple poison needle on the doorknob that randomly reduces the PC population and makes opening a door a frightful experience that can take several minutes.
Personally, I've never resorted to these methods, although I have used traps in my campaigns. In one series, we had no thief, so at the worst I would employ a simple fire trap on a door/chest that would ignite if a character brazenly messed with it without checking for obvious signs. The damage done was never life-threatening, just a little something to wear them down a smidge, and to build up resentment against the lead villain if they didn't already have a personal stake in the adventure.
On the larger scale of things, I set traps but telegraph them ahead so the PCs can employ their smarts to circumvent them. In one castle, there was a long hallway divided by segments and tiled floors- our thief spotted the holes in the walls and knew about triggers in the floors. He made his way past them all and set about picking the lock on the far end when the fighter in the group decided this was taking up too much time...
...the fighter suddenly charged down the hallway, setting off each trap as he passed through them, much to the dismay of the thief. The fighter got speared, punctured by arrows, riddled with darts, scalded by oil, and finally fell down the hole in front of the door into the spiked pit. The thief, who was unharmed, did a facepalm. Our brave fighter did not perish, but it did make for a hilarious memory.
In another episode I made a hallway branch out into two directions, with one heading up slightly. I let the PCs hear sounds coming up from the higher passage, so they cautiously crept that way to discover an interesting sight: The upper hallway had an opening where it looked down into the lower hallway, and it was here that the party could see a band of unwashed orcs waiting for the heroes to pass by so they could throw heavy objects down upon them!
Naturally, I let the PCs take the villains by surprise and ass-kicking was handed out in excess. I found this ending more fun and memorable than if the PCs had blundered into it without taking the proper precautions.
Also, here's some more D&D humor:
Separate names with a comma.