Super villains and ultimate baddies in role-playing games can be all full of cliches. Inspired by listener George S., we talk about those trope and maybe give you some ideas on how to make them better.
Powerful items in rpg’s, game masters give them out from time-to-time. It’s the +5 Holy Avenger or some ancient artifact that can grant Wish or Resurrection spells. You run the risk of breaking your game, or do you? We as Dungeon Masters may regret providing these powerful magic items, but what do you do after one of the members of possess such a find and you need to set things right?
Interpreting die rolls, or do you use degrees of success with systems that don’t facilitate such a mechanic? Of course there are role-playing game systems like Fantasy Flight Games Star Wars RPG or Powered by the Apocalypse Dungeon World, and even Savage Worlds all have some type of heightened success or failure. But what about the popular d20-based systems where a confirmation of a critical hit is the extent of a degree of success, yet certain lacks any mention of ‘coming close’ or ‘just misses’ via a target number that is usually pretty cut and dry. You either made it or you didn’t.