[CRL] Winning ironically?

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(m4ki is sick of all the whining about essentials and CB, so let's do something fun!)

The situation: We have what we need. Most of the monsters are down, and the exit is just ahead. Our of healing surges, most of our Dailies and Utilities long since burnt, low on hit points.

A Crushing Walls' aftereffects have finally worn off and the party is mobile again, but we know the wrong Encounter could snatch the game from us, clustered up as we are on the same tile.

Rogue draws: Spirit of Doom (all Heroes move Speed, anyone not ending near a Monster takes damage).

The free move gets all the Heroes to the exit, and the damage doesn't drop any of us. Game, Set, Match.

So, has anyone else ever won the game ironically?
-m4ki; one down, one to go

"Retro is not new. Retro-fit is not new." --Seeker95, on why I won't be playing DDN

|| DDN Metrics (0-10) | enthusiasm: 1 | confidence in design: -3 | desire to play: 0 | Sticking with 4e?: Yep. | Better Options: IKRPG Mk II ||
The Five Things D&D Next Absolutely Must Not Do:
1. Imbalanced gameplay. Any and all characters must be able to contribute equally both in combat and out of combat at all levels of play. If the Fighters are linear and the Wizards quadratic, I walk. 2. Hardcore simulationist approach. D&D is a game about heroic fantasy. I'm weak and useless enough in real life; I play RPGs for a change of pace. If the only reason a rule exists is because "that's how it's supposed to be", I walk. I don't want a game that "simulates" real life, I want a game that simulates heroic fantasy. 3. Worshipping at false idols (AKA Sacred Cows). If the only reason a rule exists is "it's always been that way", I walk. Now to be clear, I have no problem with some things not changing; my issue is with retaining bad idea simply for the sake of nostalgia. 4. DM vs. players. If the game encourages "gotcha!" moments or treats the DM and players as enemies, adversaries, or problems to be overcome, I walk. 5. Rules for the sake of rules. The only thing I want rules for is the things I can't do sitting around a table with my friends. If the rules try to step on my ability to roleplay the character I want to roleplay, I walk. Furthermore, the rules serve to facilitate gameplay, not to simulate the world. NOTE: Items in red have been violated.
Chris Perkins' DM Survival Tips:
1. When in doubt, wing it. 2. Keep the story moving. Go with the flow. 3. Sometimes things make the best characters. 4. Always give players lots of things to do. 5. Wherever possible, say ‘yes.’ 6. Cheating is largely unnecessary. 7. Don't be afraid to give the characters a fun new toy. 8. Don't get in the way of a good players exchange. 9. Avoid talking too much. 10. Save some details for later. 11. Be transparent. 12. Don't show all your cards. Words to live by.
Quotes From People Smarter Than Me:
"Essentials zigged, when I wanted to continue zagging..." -Foxface on Essentials "Servicing a diverse fan base with an RPG ruleset - far from being the mandate for 'open design space' and a cavalier attitude towards balance - requires creating a system that /works/, with minimal fuss, for a wide variety of play styles, not just from one group to the next, but at the same table." -Tony_Vargas on design "Mearls' and Cook's stated intent to produce an edition that fans of all previous editions (and Pathfinder) will like more than their current favourite edition is laudable. But it is also, IMO, completely unrealistic. It's like people who pray for world peace: I might share their overall aims, but I'm not going to hold my breath waiting for them to succeed. When they talk in vague terms about what they'd like to do in this new edition, I mostly find myself thinking 'hey, that sounds cool, assuming they can pull it off', but almost every time they've said something specific about actual mechanics, I've found myself wincing and shaking my head in disbelief and/or disgust, either straight away or after thinking about the obvious implications for half a minute." -Duskweaver on D&D Next
Our party needed to disable a ritual to escape the castle. Any character could do it, so my Fighter camped out on the ritual tile and disabled it all by himself while the smarter characters were running around and fighting. In fairness, I was luring nearby enemies to my square.

"Ah, the age-old conundrum. Defenders of a game are too blind to see it's broken, and critics are too idiotic to see that it isn't." - Brian McCormick