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General Tabletop Discussion
*Pathfinder & Starfinder
Bad GM rulings? How would you rule?
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<blockquote data-quote="Infiniti2000" data-source="post: 4068537" data-attributes="member: 31734"><p><strong>Q5</strong></p><p></p><p>That's a real toughie. It's up to you, the DM, when combat ends, not the players. Unfortunately, it becomes a metagaming activity when you keep combat going and there are no bad guys present. The players are bound to think about what could be happening and put 2 + 2 together. IMO, the best way to handle such things is to "end combat" and give the players extra time to plan their next actions. Don't prompt them or anything, but cut them some slack. Once they decide what their doing next, plan out their actions in rounds, perhaps with the players. They'll know something's up at this point, but it should be too late assuming you've already written down what they said would be their next actions. As DM, I might even go so far as to slyly suggest something like, "Okay, combat's over. What're you gonna do next, free Bob or go tend to that NPC you had trussed up in the next floor down?" 9 times outta 10 you'll get a response like, "Oh, we have time for the NPC, so let's ..." I would not count any discussion period against their 'rounds'.</p><p></p><p>Otoh, keep in mind that the BBEG fled. Was it really that realistic for him to end his get-out-of-jail-free spell and risk getting killed for the CDG? You need to make absolutely sure that you're not metagaming this portion of it, just because you know in retrospect that the PCs weren't immediately chasing him. If 2-4 rounds were all that it would take to catch, IMO, no way would someone lose their one and only ethereal jaunt just for a little revenge (crazy or not, he is still smart).</p></blockquote><p></p>
[QUOTE="Infiniti2000, post: 4068537, member: 31734"] [b]Q5[/b] That's a real toughie. It's up to you, the DM, when combat ends, not the players. Unfortunately, it becomes a metagaming activity when you keep combat going and there are no bad guys present. The players are bound to think about what could be happening and put 2 + 2 together. IMO, the best way to handle such things is to "end combat" and give the players extra time to plan their next actions. Don't prompt them or anything, but cut them some slack. Once they decide what their doing next, plan out their actions in rounds, perhaps with the players. They'll know something's up at this point, but it should be too late assuming you've already written down what they said would be their next actions. As DM, I might even go so far as to slyly suggest something like, "Okay, combat's over. What're you gonna do next, free Bob or go tend to that NPC you had trussed up in the next floor down?" 9 times outta 10 you'll get a response like, "Oh, we have time for the NPC, so let's ..." I would not count any discussion period against their 'rounds'. Otoh, keep in mind that the BBEG fled. Was it really that realistic for him to end his get-out-of-jail-free spell and risk getting killed for the CDG? You need to make absolutely sure that you're not metagaming this portion of it, just because you know in retrospect that the PCs weren't immediately chasing him. If 2-4 rounds were all that it would take to catch, IMO, no way would someone lose their one and only ethereal jaunt just for a little revenge (crazy or not, he is still smart). [/QUOTE]
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Bad GM rulings? How would you rule?
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