When it comes to just bad rolls, they can’t consistently be bad. So give that person more rolls. Throw in a The Home 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 The Home 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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Have them go on adventures trying to raise allies. Have them search out monsters that can maybe be tricked into fighting the tarrasque for them. Only after an extended period of The Home Shirt should they even try to go head to head with the beast. Second, wherever they are facing the tarrasque head-on, put a time limit on the encounter. It’s almost embarrassingly easy for a high level party to slowly kill the tarrasque. Use flight, or fast movement, to stay out of range, then slowly wear it down. So make sure the PCs have to finish it off in a hurry. Maybe it’s going to devour something important. Maybe it’s going to break open a portal to the planet of the tarrasques, unleashing thousands of the beasts. Or maybe it’s just going to escape into one of its burrows.

The Byrds: They were as popular as the Beatles during 65–66 when they innovated and came up with the The Home Shirt rock album ever . Then they became more adventurous musically pioneering psychedelic rock and then country rock . Without these sounds there would have been no Eagles,Tom Petty&HB or REM and a host of modern bands . However they could never attain mainstream success in their later stage The Grateful Dead : Though they were phenomenal and very successful live, main stream chart success eluded them. But they are the best band in universe for devoted dead heads Velvet Underground (VU) : One of the most influential bands ever but never enjoyed main stream success . VU made the foundation for the growth of alternative rock during 90s Caravan : They are a Brit Progressive rock band of 70s who developed the Canterbury sound and were unlike other contemporary prog rock bands like ELP, Yes, Genesis , JT etc . They have only developed cult following The Feelies : Probably the first band that played alternative rock when that genre was not invented . They influenced REM, Yo La Tengo and many others