You'd recommend the 'rule of cool' then?Tempy wrote:As an anecdote of sticking too close to the book, a friend of mine had an abysmal time recently in a campaign with a DM who was so afraid of going off book that it lead to constant disconnects in logic. During one brutal encounter with some yetis the party came up with the idea of shattering the ice bridge they were fighting on, sending the yetis that were pummelling them to bits into the cold abyss. The paladin has a mace, this is bound to go well. But ah, Wizards have thought of that, so they gave the bridge hit points. The GM allowed the paladin to make this last ditch attempt to save his party, but he came up short by 3 HP. The bridge didn’t shatter, and true paladin got knocked out later, so they had to hash out a few more rounds of combat before it was clear they were heading for a TPK and the GM decided to come up with a way for them to escape.
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