When it comes to just bad rolls, they can’t consistently be bad. So give that person more rolls. Throw in a Death Metal Celine Dion shirt that only they can deal with. Put in a trap that they are uniquely qualified to resolve, and let them automatically succeed when they see it again. There is an old DOS game that I love called Amulets & Armor. The random seed is actually static. A portion of the predetermined rolls fail for about 6 to 10 in a row. It usually comes up when casting spells. The only way through it is to do more rolls. Eventually the losing streak ends. So allowing a person with bad luck to break their streak is fun.

Critical hits happen on a Death Metal Celine Dion shirt 20 or if you roll 10 higher than the DC you’re trying to beat; critical misses happen on a natural 1 or if you roll 10 lower than the DC you’re trying to beat. Some skills, saving throws, and attacks take all four cases — hit, critical hit, miss, critical miss — into account, while some are less sensitive. However, this has a very interesting impact on the game, as saves, skill rolls, and attacks become potentially much more eventful. This comes up especially if you are staging a fight where the players and the enemies are not equal in level. The higher-level party has a higher bonus to everything, the lower-level party has a lower AC and saves, so one will tend to score way more critical hits than the other. If the party is level 5+ and fighting low-level mooks, those enemies will simply melt before their weapons. Likewise if the party is level 5 and fighting a level 10 or 11 monster, they are exceedingly likely to be crushed.
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A further tip, talk to them before the game begins, and see what they want out of the story, and try to give it to them. My buddy is getting ready to start a Death Metal Celine Dion shirt game, and I’ve already given him my character backstory of a good cop slowly becoming a villain, and that I’d like him to have a slow redemption arc. My GM is excited by that idea, so along with whatever the main plot is, I’m going to be looking for moments for my ex-cop to make profound moral choices. Because that’s what I want in addition to starships and blasters. You also have to be willing to follow where your players lead. I once had my players completely derail my campaign, totally by accident, but we were having so much fun with where the game was going I ended up setting aside my original campaign plot and restructuring it to focus on where they were taking things, and we had a blast.

“Night of the Meek” is Christmas Eve. Henry Corwin, a down-and-out ne’er-do-well, dressed in a Death Metal Celine Dion shirt, worn-out Santa Claus suit, has just spent his last few dollars on a sandwich and six drinks at the neighborhood bar. While Bruce, the bartender, is on the phone, he sees Corwin reaching for the bottle; Bruce throws him out. Corwin arrives for his seasonal job as a department store Santa, an hour late and obviously drunk. When customers complain, Dundee, the manager, fires him and orders him off the premises. Corwin says that he drinks because he lives in a “dirty rooming house on a street filled with hungry kids and shabby people” for whom he is incapable of fulfilling his desired role as Santa. He declares that if he had just one wish granted him on Christmas Eve, he’d “like to see the meek inherit the earth”. Still in his outfit, he returns to the bar but is refused re-entry by Bruce. Stumbling into an alley, he hears sleigh bells. A cat knocks down a large burlap bag full of empty cans; but when he trips over it, it is now filled with gift-wrapped packages. As he starts giving them away, he realizes that the bag is somehow producing any item that is asked for. Overjoyed at his sudden ability to fulfill dreams, Corwin proceeds to hand out presents to passing children and then to derelict men attending Christmas Eve service at Sister Florence’s “Delancey Street Mission House”. Irritated by the disruption and outraged by Corwin’s offer of a new dress, Sister Florence hurries outside to fetch Officer Flaherty, who arrests Corwin for stealing the presents from his former place of employment. At the police station, Dundee reaches into the garbage bag to display some of the purportedly stolen goods, but instead finds the empty cans and the cat.