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<blockquote data-quote="Gravenhurst48" data-source="post: 8926884" data-attributes="member: 7018321"><p>Oh wow, I jumped ahead and see 58 pages responding to this question? Bravo. I have not read all 58 pages but for me, it depends on logic. Most players, including myself, always think of clever ideas or solutions to outwit the DM, to save their character from oblivion (Gurps Fantasy Paladium is famous for all the min maxing involved) because anything is possible in a fantasy game. As a DM, I take this into consideration, even if the solution blows holes with my illusioned floor covering an acid pool trap. Anything is possible in a game where details are limited to your imagination and guidelines for you to figure out what truly is included, like a clothing kit including ear muffs and winter gloves, or a component bag including ear wax to block out those horrid harpies. I understand when a player suggests a solution to avoid gameplay encounters and try to be fair with a decision.</p><p>It's all in the roll baby! A random outcome for a random possibility. I use a d6 for all random or on the spot calls: 1-2 is negative action or bad result; 3-4 is neutral or a fair action result; 5-6 is positive solution.</p><p>So did the player pack gloves to give possible protection against contact poison? </p><p>First, what is the environment the PC'S are traveling through? If no winter scenario. No to gloves. Easy.</p><p>No climbing mountains or using rope? No gloves. Easy. </p><p>Second, any whining, I roll d6 for a final decision: 1-2 means no gloves; 3-4 means gloves with an average bonus on save vs poison because the felt still absorbs the poison or the PC wipes his face later and develops a swollen eye; 5-6 gives gloves were packed and no save is necessary and the accidental touch to oneself with minimal effect because it's comical, could still happen.</p><p>Third, what if the player has a PC sketch or miniature wearing gloves? I would roll d6 in the players favour and check gloves quality: 1-2 are threadbare linen, or cheap leather with loose seams, or fingers are cut off - like in the sketch - and give a light +2 bonus to save; 3-4 average quality full gloves with +4 save bonus; and 5-6 means top quality with automatic save. And with lower rolls the gloves are garbage.</p><p>This scenario happens more with characters wearing full sets of armour providing gauntlets, versus needles, acid, and creature bites.</p><p>I give possible chances within reason, and hold the players to it too with equipment encumbrance, because it all adds up eventually with a PC having everything purchased. </p><p>"Oh you just happen to have a fishing rod poking out of your backpack while running through dragons fire breath and now want to use the rod to snatch a key at the bottom of a pool?" First, did that rod survive the fire? D6 time peeps!</p></blockquote><p></p>
[QUOTE="Gravenhurst48, post: 8926884, member: 7018321"] Oh wow, I jumped ahead and see 58 pages responding to this question? Bravo. I have not read all 58 pages but for me, it depends on logic. Most players, including myself, always think of clever ideas or solutions to outwit the DM, to save their character from oblivion (Gurps Fantasy Paladium is famous for all the min maxing involved) because anything is possible in a fantasy game. As a DM, I take this into consideration, even if the solution blows holes with my illusioned floor covering an acid pool trap. Anything is possible in a game where details are limited to your imagination and guidelines for you to figure out what truly is included, like a clothing kit including ear muffs and winter gloves, or a component bag including ear wax to block out those horrid harpies. I understand when a player suggests a solution to avoid gameplay encounters and try to be fair with a decision. It's all in the roll baby! A random outcome for a random possibility. I use a d6 for all random or on the spot calls: 1-2 is negative action or bad result; 3-4 is neutral or a fair action result; 5-6 is positive solution. So did the player pack gloves to give possible protection against contact poison? First, what is the environment the PC'S are traveling through? If no winter scenario. No to gloves. Easy. No climbing mountains or using rope? No gloves. Easy. Second, any whining, I roll d6 for a final decision: 1-2 means no gloves; 3-4 means gloves with an average bonus on save vs poison because the felt still absorbs the poison or the PC wipes his face later and develops a swollen eye; 5-6 gives gloves were packed and no save is necessary and the accidental touch to oneself with minimal effect because it's comical, could still happen. Third, what if the player has a PC sketch or miniature wearing gloves? I would roll d6 in the players favour and check gloves quality: 1-2 are threadbare linen, or cheap leather with loose seams, or fingers are cut off - like in the sketch - and give a light +2 bonus to save; 3-4 average quality full gloves with +4 save bonus; and 5-6 means top quality with automatic save. And with lower rolls the gloves are garbage. This scenario happens more with characters wearing full sets of armour providing gauntlets, versus needles, acid, and creature bites. I give possible chances within reason, and hold the players to it too with equipment encumbrance, because it all adds up eventually with a PC having everything purchased. "Oh you just happen to have a fishing rod poking out of your backpack while running through dragons fire breath and now want to use the rod to snatch a key at the bottom of a pool?" First, did that rod survive the fire? D6 time peeps! [/QUOTE]
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