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Advice on a Feint Situation
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<blockquote data-quote="Celebrim" data-source="post: 6683474" data-attributes="member: 4937"><p>This has nothing to do with the RAW. By the RAW everything that happened is legal.</p><p></p><p>This is about the metagame, not the game.</p><p></p><p>The fault here lies not with the player from running away from a feint. A player cannot be reasonably expected to consciously make decisions to cause the death of his own character. Once a player has metagame information he shouldn't have, it's too late to try to fix it in game. Once again people, problems with the game should be addressed in game and problems with the metagame have to be addressed outside of the game. Yes, it was a jerk move to run away from a feint that we've established in game the character doesn't know coming, but that's not the main point here. It's perfectly plausible tactics for a character losing a fight to run away anyway, even if he doesn't actually know he's being feinted. It would have been equally a jerk move to feint to try to constrain a player to not choose to run away. And in any event, there is no objective way to disentangle it now.</p><p></p><p>The fault here comes from the inexperience of the DM. The DM unwittingly, without realizing how it would impact play, used a process of play that is perfectly fine for PvE (because DMs have little incentive to metagame against the PCs, and by definition have to consciously practice the art of not doing so) but which is insufficient for PvP. And notice the particular process of play - who rolls what, when, and in secret or not - is really at a level above the rules. The RAW doesn't tell you how to run the process of play. The rules only tell you how to fairly set the fortunes.</p><p></p><p>How this is 'run properly' isn't even part of the rules.</p><p></p><p>So the DM should apologize to the players for his oversight, go to a better process of play where less metagame information is disclosed and the only thing that the players know is what their characters could know, and keep playing while keeping in mind the situation. Once you as the GM have goofed, you have to do your best to make recompense for your injustice. </p><p></p><p>If the player can still charge, let him charge as if the running player had been feinted. That's the closest available to fair without retcons or carrying debt. If not, I'd still make the player whom I cheated roll the attack as if he feinted. If it would have missed, then I'd declare it all a wash - no one is owed anything. That's really me trying to find a graceful way out of the problem. If the feint would have hit, then I'd award the character I'd cheated some sort of resource - in my game a bonus destiny point that would be a reasonable payment - that would make up somewhat for the lost opportunity for victory. Or perhaps I'd award some recovered hit points. Once everyone was happy I was being fair, we'd resume using secret declarations and secret rolls (which usually means, the DM rolls and chooses whether or not to roll in the open).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6683474, member: 4937"] This has nothing to do with the RAW. By the RAW everything that happened is legal. This is about the metagame, not the game. The fault here lies not with the player from running away from a feint. A player cannot be reasonably expected to consciously make decisions to cause the death of his own character. Once a player has metagame information he shouldn't have, it's too late to try to fix it in game. Once again people, problems with the game should be addressed in game and problems with the metagame have to be addressed outside of the game. Yes, it was a jerk move to run away from a feint that we've established in game the character doesn't know coming, but that's not the main point here. It's perfectly plausible tactics for a character losing a fight to run away anyway, even if he doesn't actually know he's being feinted. It would have been equally a jerk move to feint to try to constrain a player to not choose to run away. And in any event, there is no objective way to disentangle it now. The fault here comes from the inexperience of the DM. The DM unwittingly, without realizing how it would impact play, used a process of play that is perfectly fine for PvE (because DMs have little incentive to metagame against the PCs, and by definition have to consciously practice the art of not doing so) but which is insufficient for PvP. And notice the particular process of play - who rolls what, when, and in secret or not - is really at a level above the rules. The RAW doesn't tell you how to run the process of play. The rules only tell you how to fairly set the fortunes. How this is 'run properly' isn't even part of the rules. So the DM should apologize to the players for his oversight, go to a better process of play where less metagame information is disclosed and the only thing that the players know is what their characters could know, and keep playing while keeping in mind the situation. Once you as the GM have goofed, you have to do your best to make recompense for your injustice. If the player can still charge, let him charge as if the running player had been feinted. That's the closest available to fair without retcons or carrying debt. If not, I'd still make the player whom I cheated roll the attack as if he feinted. If it would have missed, then I'd declare it all a wash - no one is owed anything. That's really me trying to find a graceful way out of the problem. If the feint would have hit, then I'd award the character I'd cheated some sort of resource - in my game a bonus destiny point that would be a reasonable payment - that would make up somewhat for the lost opportunity for victory. Or perhaps I'd award some recovered hit points. Once everyone was happy I was being fair, we'd resume using secret declarations and secret rolls (which usually means, the DM rolls and chooses whether or not to roll in the open). [/QUOTE]
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