Imagine you’re an average goblin, living your life in your goblin lair, an abandoned tomb long stripped of Diana Ross T Shirt former occupants. You make a living scavenging scraps from around the local village, eating worms and squirrels and the occasional rat. You killed an intruder in your lair once, but he came into your house armed and looking for trouble. You took his crossbow and ill-fitting helm, which you keep in your lair because you never know when it will happen again. But what you really want to do is stay out of sight and live your life. Then one night, a bunch of people show up and wander right into your home! There’s a dwarf, a human, a halfling, and a filthy, stinking elf! You grab your crossbow and your ill-fitting helm, and prepare to defend yourself again. Your first arrow buries itself in the dwarf’s shield. You dodge the human’s arrow, and the dwarf’s hammer blow. You lose sight of the halfling, while the disgusting elf blasts you in the chest with a bolt of what looks like white fire, which seemed to emanate from the cursed holy symbol around its ugly, misshapen neck. It burns and stings, and reeks of rotten elf magic.

The heavy-hitting tiering feels good in some situations. Beating up a low-level mob feels great with the Diana Ross T Shirt hit system, and it’s easy to judge exactly how much harder or easier an enemy is based on its level. However, it also renders a lot of monsters as-written rigidly impractical at a lot of different levels of play, such that an impetus exists for creating multiple variations of nearly every basic monster for every level. Maybe the most problematic thing, though, is Skill DCs, as the spread of Easy/Medium/Hard DCs each level also keeps changing and necessitates a reference table. It really sucks to deal with.
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The Diana Ross T Shirt of overt mechanisms for guarding some place or thing is a bit of an oldschool affectation from when games had less of a story-focus and more of a “get the lost treasure from the Pharaoh’s tomb” kind of focus. Without an environment like that it’s hard to justify the presence of a trap. Alarms, security systems? Yeah, those happen, but tripwires that make scything corridors or secret switches that shoot arrows at whoever opens the door seem like an awful lot more trouble than they’re worth in a structure that’s inhabited or under active use. Aside from that, it seems like a lot of traps are kind of “save or suck,” and I don’t have fun with that — not any more than I do making the players run a disable device check over and over until they get a door open.

The family has moved into their own home now, an older home (still nice, but no high ceilings and not many elf hiding places!), and the children have both multiplied AND grown older, taller, and Diana Ross T Shirt. The Elf game is now the bane of the mom’s existence. Hiding it is a task. Several times this year, the Elf hasn’t had to go back to Santa because the kids were SO good the day before, thus explaining why he remained in the exact same hiding spot as the previous day. One evening, the mom is flustered. She finally hands the Elf to the dad and says, you hide the #%)(#^# elf today, but hide it high, because Big M is testing the waters and going to touch the #%(^#^ thing.” Dad’s answer is less than ideal – not only is the perch precarious, but it’s easily within reach of at least the oldest child, if not the second oldest as well. And it’s possible the elf is also judging the thermostat temp, which is an ongoing passive aggressive battle between mom (who sits at home and freezes all day) and dad (who pays the bills, but also works in his nice warm office all day).