In our most recent episode, we discussed where the rules of the game might clash with the continuity of your world. Where a character could do something so impossible that it disrupts the immersion – we no longer believe in the make-believe world. We have broken verisimilitude. The question we used to demonstrate this was, “Could a monk stun Unicron?”
In other words, can a character not just do the improbable, but the impossible?
This is where an understanding of the ruleset you’re working with and the parameters set forth by the designers can be key. Oh, and as always, an understanding of the “Rule of Cool.”
As put forth by the article on TV Tropes, the “Rule of Cool” is defined as, “the limit of the willing suspension of disbelief for a given element is directly proportional to its awesomeness.” Like, maybe a 20th level Way of the Open Hand monk somehow stunning a planet-sized robot? Sounds pretty freaking awesome. So, how do they do it?
As a disclaimer, I’m going to build this scenario within the confines of 5e. With that said, the general concepts are easily translated into any similar game system.
The First Trial: Skills
First things first: The concept of skills. While Critical Hits and Critical Failures are built into the attack mechanic, no edition has ever stated that they exist for ability checks. The idea being that, while you might be proficient in athletics or acrobatics, your character’s wish to “jump over the moon” doesn’t derail the laws of physics in the Forgotten Realms just because you happened to roll a Nat 20!
I bring this up because it can work to your advantage and not make your player feel completely shut down. So, you wanna try and stun Unicron? The planet-sized mechanical construct that may or may not be affected by Ki? You got it. Make me an Arcana check to understand if this is even possible and, if so, how in the hell you would even be able to attempt it. This allows for player agency while giving the sense that this foe is more than just your average hobgoblin boss. It’s alien and it doesn’t necessarily play by your rules.
The Second Trial: Resistances
Passed the ability check? Cool, now your monk has to attack AND hit.
“Well, obviously he has to hit DM Dave… duh!”
I know, I know, but bear with me. If we’re talking about a planet-sized, world-ending, badass mother#$%!$# like Unicron, he might very well have some tricks up his sleeve. These tricks can take many different forms beyond just high AC. Check out your Monster Manual or, better yet, Mordenkainen’s Tome of Foes and look at some legendary actions – they can be really fun to reskin.
All right, the monk passed the ability check AND hit this freakin’ Jupiter-sized monster. “Stunning strike!” the monk player yells. The table erupts in applause. “This dude is toast!” the warlock says. Not so fast.
Legendary Resistances. Boom.
This mechanic alone helps save your two-year campaign from finishing up with the most anti-climactic twelve seconds in D&D history. Generally, a Legendary Resistance allows three failed saves to be automatic successes. And that’s not even counting the massive Constitution save that Unicron would undoubtedly have. He should be able to take a lickin’ and keep on tickin’ for, at least, a couple more rounds? Maybe?
The Final Trial: The Big Boss Battle vs The Rule of Cool
We play D&D to be heroes. To do the impossible. To save the world. All that jazz, right? So, don’t be afraid to let your player’s memorable act of complete and total awesomeness bend the laws of reality and forever reshape the world as they know it.
If they’re facing down Unicron, they’ve slogged through the muck and filth that you’ve thrown at them for the last nineteen levels. Let them have their “Luke Skywalker catching the antennae in Cloud City with his freakin’ legs after falling FOR A MILE” moment. It’s those types of moments that your players will be talking about five campaigns from now. It’s what can separate the good DM’s from the great DM’s
So, could a monk stun Unicron? To borrow a phrase from Matt Mercer …
Stunning strike til your heart’s content, monks!
Until next time, heroes… LIVE THE ADVENTURE!