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D&D 5E What DM flaw has caused you to actually leave a game?

I probably run a less immersive D&D table TBH. I've had players who range from "I am Elfavarius, Keeper of the Evergrove, and this is my lineage..." to "Dude look how many d6 I am about to roll lolz". Most of my current players are some mix of the two.

For me, it's less about the "immersion," and more about it's simply easier to adjudicate actions as DM if the player is reasonably specific about what he or she wants to do. It also avoids problems as to me making assumptions about what the character is doing and being wrong about it. Combined with a technique of trying to ask only for ability checks and letting the player add the relevant skill proficiency, it's very smooth sailing. If there's a side effect of more "immersive" storytelling, that's all good, but has never really been one of my aims.
 

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The traditional response is to imply that I'm an immoral person who probably needs to psychiatric care and that people like me need to be sterilized and have their children taken away for the collective good, then proactively run to the moderators to tell them how impolite I am so that they can get away with it.

I feel personally attacked by this post :p
 

The only time I've ever left a game due to a DM's style [...] was when I realized I wasn't having fun micromanaging my inventory by location on my character and having to make item saving throws for EVERYTHING when caught in an AOE attack.

Oh gods, I had forgotten (read: suppressed) those memories. For me it was back in AD&D 2nd, and I think it was only AoEs that we crit failed the save. But still, so many rolls, so much equipment going up in smoke.
 

Oh gods, I had forgotten (read: suppressed) those memories. For me it was back in AD&D 2nd, and I think it was only AoEs that we crit failed the save. But still, so many rolls, so much equipment going up in smoke.
I still micromanage my inventory down to pouches and containers, duty bags etc. Its just what I got used to in the old days when all we had were number one pencils.

But item by item saves - just say no.
 

I still micromanage my inventory down to pouches and containers, duty bags etc. Its just what I got used to in the old days when all we had were number one pencils.

But item by item saves - just say no.

By Crom, I've never even seen a Number One Pencil. They Might as well be made out of Owlbear feathers to me.
 


Strictly enforcing alignment. I had a DM who constantly harped on alignment. "Your character is Chaotic Good, do you think they would really do that?" "Oh, you want to help that person? Doesn't sound like the action of a True Neutral character to me." "No, you can't do something like that. You're playing a Lawful Good paladin." Not all said to me, but to various players.

Yeah, I noped out of that game quick and basically made alignment meaningless in the next game I ran.
 

Strictly enforcing alignment. I had a DM who constantly harped on alignment. "Your character is Chaotic Good, do you think they would really do that?" "Oh, you want to help that person? Doesn't sound like the action of a True Neutral character to me." "No, you can't do something like that. You're playing a Lawful Good paladin." Not all said to me, but to various players.

Yeah, I noped out of that game quick and basically made alignment meaningless in the next game I ran.

Yeah, how alignment is used needs to be covered in session zero. I have two modes for alignment in my games.

1. Alignment as Flavor

This is the most common. Alignment is just an indication of the player's aspirations for their character. There is no real mechanical use of it in the game. Their actions will have repercussions in terms of their reputations, making enemies, etc., but I don't care what they write down as alignment. If they find an alignment-limited magic item I either (1) ignore it, or (2) have an intelligent magic item make a "decision" based on whether it feels the character is "good" or "lawful" or "evil" based on what it learns of the character's past actions, which it can access as part of attunement.

Some players will not like this because if their sheet says Lawful Good, they don't want the DM to say that the Uber Sword of Awesomeness has judged the character not sufficiently lawful.

2. Alignment as a Core Mechanic

In this kind of game, the gods are real and existence is divided among the alignment scale. You are expected to take a side and be held to it. Clerics who don't act according to their alignment will find powers denied to them and atonement needed--or to find a new god. Warlocks may find that their Patron doesn't care what they feel in their hearts, but will expect the character to act in accordance to the Patrons alignment. The ability to attune to more powerful magic items will often be tied to alignment. Certain creatures will respond to characters differently depending on their alignment. Some wards and rune will only trigger for creatures of certain alignments.

When I run style #2, I never say "your character will never do that". Instead, I keep a track of violations of alignment and the player will eventually start to notice subtle changes in the potency of the magic, they may lose attunement with a magic item, they may be turned away from certain temples, etc.

Because this is something that depends heavily on rulings over rules, I allow and encourage the players to have their characters visit temples and give confession and receive judgment and instructions on how to make amends.

But because 2 is more work and give me too much influence on how players play their characters, I generally avoid it unless it is a heavily religious-themed campaign.
 

Yeah, how alignment is used needs to be covered in session zero. I have two modes for alignment in my games.

1. Alignment as Flavor

This is the most common. Alignment is just an indication of the player's aspirations for their character. There is no real mechanical use of it in the game. Their actions will have repercussions in terms of their reputations, making enemies, etc., but I don't care what they write down as alignment. If they find an alignment-limited magic item I either (1) ignore it, or (2) have an intelligent magic item make a "decision" based on whether it feels the character is "good" or "lawful" or "evil" based on what it learns of the character's past actions, which it can access as part of attunement.

Some players will not like this because if their sheet says Lawful Good, they don't want the DM to say that the Uber Sword of Awesomeness has judged the character not sufficiently lawful.

2. Alignment as a Core Mechanic

In this kind of game, the gods are real and existence is divided among the alignment scale. You are expected to take a side and be held to it. Clerics who don't act according to their alignment will find powers denied to them and atonement needed--or to find a new god. Warlocks may find that their Patron doesn't care what they feel in their hearts, but will expect the character to act in accordance to the Patrons alignment. The ability to attune to more powerful magic items will often be tied to alignment. Certain creatures will respond to characters differently depending on their alignment. Some wards and rune will only trigger for creatures of certain alignments.

When I run style #2, I never say "your character will never do that". Instead, I keep a track of violations of alignment and the player will eventually start to notice subtle changes in the potency of the magic, they may lose attunement with a magic item, they may be turned away from certain temples, etc.

Because this is something that depends heavily on rulings over rules, I allow and encourage the players to have their characters visit temples and give confession and receive judgment and instructions on how to make amends.

But because 2 is more work and give me too much influence on how players play their characters, I generally avoid it unless it is a heavily religious-themed campaign.
If i were doing 2 i would make it a pc tracked stat.

The idea of a gm with a secret list brings back bad memories of surprises that shouldn't have been surprises. After all, if these are cosmic definitions enforced by mega powers, these infractions would not be mysteries.

So i would have a law/chaos, evil/good track on each character and honestly maybe use the way 5th Vamp uses stain and humanity/hunger for shifts.

The higher on goody track you are, the fewer evil stains it takes to,push you "down" one and the more "goody" stains it takes to raise you.
 

The DM doesn't need to ask for checks, unprompted by a player's description of what he or she wants to do, to provide information. He or she can just... give them the information when describing the environment. If the players want more information, they can take effective action to achieve that which may or may not call for an ability check. There is really no reason in my view to gate information necessary to take action behind a check that both assumes the action of the character (not the DM's role) and can also fail, leaving the players without the very information they need to act.

If the party sees a statue of a historical figure, I might call for an Int (History) check to see if anyone recognizes the figure. There's no action required or implied there; it's simply a matter of who knows what.
 

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