The massive Hyena growls at you menacingly and begins pulling the wagon with such determination and speed you would have never guessed it was the same creature that you had just moments before seen dragging it's feet to pull the cart along.Bluestorm wrote:I can not wait i attack the big brute with a mighty swing
3+5=8 and i'm surprised that my axe shaft does not break as i smash the ground
Wagon moves forward 10 feet.
The giant gnoll dodging you failed attack, brings his massive axe above his head and smashes it downwards towards your direction as you attempt to pull your axe out of the mud...
11 + 4 = 15
vs 18
You quickly pull your axe out with all your might and the force of the axe escaping the mud fortunately send you tumbling out of the way of the axe swing in time. You try to recover but the lankier gnoll has already sent his spear end towards your face...
7 + 3 = 10
vs 18
But you deflect his blow by batting it away with your axe. The crippled gnoll driver is busy cursing profanities as he whips his steed to move faster.
Critical and Fumbles
For any new players this is a good time for me to bring up critical and fumbles. These are rolls that can occur in combat with attack rolls and outside with skill checks.
On a "natural 20", that is a roll when you roll a d20 and it naturally lands as a 20 without bonuses, you automatically succeed at whatever you were doing even if you wouldn't normally with a score of 20 and your bonuses. They're are a few exceptions that a DM might rule, for example swimming UP a waterfall, I don't care if you got a perfect 20, not happening unless magic is involved.
In combat rolling a 20 results in a critical, some DMs make it so you must attempt to get a critical by rolling another 20, however my rule is a single 20 is a critical, you then do x2 or x3 damage depending on what your weapon does on criticals. Certain weapons, usually more finessed ones, allow for criticals on things aside from 20's such as a (19-20) or (18-20) while these do as much damage as a critical, they do not have the "Auto-hit" of a natural 20.
On the opposite end you have a natural 1, called a fumble, you roll one of these and things go poorly, my choice on what that is. Your weapon could break, you might hit an ally, you might drop your weapon or get it stuck somewhere, You might accidentally cut the rope to the bridge you are on. In some rare cases, like with a flail or berserker weapon you might even damage yourself! With skills, a fumble usually not only fails at the task at hand it makes things worse.