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Joined 4 months ago
Cake day: March 20th, 2025

  • Because cats want to warm up to people on their own time. And people who don’t like cats (or are allergic) give them lots of space. So then the cat warms up to them.

    The best piece of advice for getting a cat to like you is to ignore them until they approach you. If you approach before they’re ready, they’ll spook. But if you let them approach when they’re ready, they’ll love you.


  • “So why is it 20 GP if all you did was wave your hands around and chant some incantations? Anyone could have done that…”

    “Here’s an itemized bill. 1 copper piece for waving my hands around. 1 copper piece for the incantation. 1 copper piece for the scroll… 97cp, 9sp, and 19gp for the education and experience to know which hand waving, incantations, and spell scrolls to use.”

    Seriously, every single freelancer or contractor has gotten the “Well I could have done that, what the hell am I paying you for? That only took you like 10 minutes” response after their education and experience makes the job look easy.


  • Yeah, the adventurers really skew the economy. They just casually stroll up and loot hundreds of GP from an ancient crypt, awaken a long-forgotten lich, and then fuck off. It’s always up to the city guard to put down the inevitable undead army that the lich has raised. It truly is the definition of “capitalism for thee, socialism for me.”



  • Technically there could be. After all, the GM has final say. But players will want to search for a reason, because they expect consistency. Spells don’t typically fail without reason. That reason can be a low die roll if the spell description calls for it, but many spells (like Prestidigitation) don’t require a roll.

    So having the spell fail “because the plot says no” is inconsistent. It would immediately throw up a giant red flag in the players’ minds, and make them think the item is much more important than they initially realized. After all, if the plot says the spell doesn’t work, then that means something in the world is preventing it from working.

    It makes more sense to have the item be cursed, or haunted, or protected by a god, or any other number of things that would give the players some sort of explanation to latch onto. If you keep it vague, the players will inevitably spend a lot of time trying to figure out why it can’t be cleaned. Because they expect consistency, and will keep throwing things at it until they find a reason. So it’s better to just give them a reason (even if you just came up with it in a panic) because that at least gives them some resolution, and they can file it away in their quest list for later.


  • Every party needs one, just to keep the party moving. When the entire party is busy hemming and hawing about how to best approach an encounter, they often need a Leroy Jenkins to just axe-chop the door apart and start taking heads.

    The real issue is that oftentimes, the heads belonged to the hostages that the party was there to rescue. If the awful little creature had actually paid attention at all, they would have known that. But they were grabbing their fifth beer when that part was explained, (and they wouldn’t have listened to it anyways), so they had no idea who was inside the room.