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Am I being unreasonable?
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<blockquote data-quote="delericho" data-source="post: 3866989" data-attributes="member: 22424"><p>What you are wanting to do with your game is entirely reasonable. Your email, though, could have stood to be a bit more... diplomatic.</p><p></p><p>However, the rules gaffes are a matter of some serious concern to me.</p><p></p><p></p><p></p><p>In 3.x rules, there is no such thing as a "hand-and-a-half weapon". The bastard sword and the dwarven waraxe are one-handed weapons. The key question is: does the character have the Exotic Weapon Proficiency feat with the weapon in question (note, Dwarven Fighters, Rangers, Paladins and Barbarians get the feat with the dwarven waraxe 'for free' in the 3.5 revision). If not, he shouldn't be using these weapons with one hand at all. If he does, then he's fine with what he's doing. (Remember, though, that the attack roll penalties with two one-handed weapons are -4/-4.)</p><p></p><p>As others have mentioned, two-weapon fighting doesn't allow the use of multiple bucklers, and has no bearing on feinting.</p><p></p><p>(Since you mention not understanding it: a feint is a standard action. The character makes a Bluff check, opposed by his opponent's Sense Motive check. If he succeeds, his opponent loses his Dex bonus to AC against the next melee attack you make against him. Typically, the option is of limited use to characters other than Rogues, although it can be good if the opponent has a huge Dex.)</p><p></p><p></p><p></p><p>The sad truth is that you can't trust this player to do so. He is either making mistakes, or is deliberately cheating. If the latter is true, I wouldn't play with the player any more... if I can't trust a player then they have no place at my table. However, you may choose to do otherwise.</p><p></p><p>In any case, there are clearly problems with at least one character in your group. At this point, I would be inclined to use the arrival of a new player to do a full audit of <em>all</em> the characters "to better get a feel of how you really stack up in terms of power". Check every character thoroughly for rules errors. (The reason for checking all the characters? Two fold: if allows you to catch anyone else who has 'forgotten' a key rule, and it doesn't single out the problem player for special treatment.)</p><p></p><p></p><p></p><p>You probably don't want to hear this, but I'm going to say it anyway: you <em>must</em> read through the core rulebooks in detail at your earliest opportunity. Your lack of rules knowledge is undermining your authority as DM. Get the rules under control, and everything else will become that bit easier.</p><p></p><p>Oh, and certainly <em>don't</em> allow any (more) supplements until you've got a handle on the core rules.</p></blockquote><p></p>
[QUOTE="delericho, post: 3866989, member: 22424"] What you are wanting to do with your game is entirely reasonable. Your email, though, could have stood to be a bit more... diplomatic. However, the rules gaffes are a matter of some serious concern to me. In 3.x rules, there is no such thing as a "hand-and-a-half weapon". The bastard sword and the dwarven waraxe are one-handed weapons. The key question is: does the character have the Exotic Weapon Proficiency feat with the weapon in question (note, Dwarven Fighters, Rangers, Paladins and Barbarians get the feat with the dwarven waraxe 'for free' in the 3.5 revision). If not, he shouldn't be using these weapons with one hand at all. If he does, then he's fine with what he's doing. (Remember, though, that the attack roll penalties with two one-handed weapons are -4/-4.) As others have mentioned, two-weapon fighting doesn't allow the use of multiple bucklers, and has no bearing on feinting. (Since you mention not understanding it: a feint is a standard action. The character makes a Bluff check, opposed by his opponent's Sense Motive check. If he succeeds, his opponent loses his Dex bonus to AC against the next melee attack you make against him. Typically, the option is of limited use to characters other than Rogues, although it can be good if the opponent has a huge Dex.) The sad truth is that you can't trust this player to do so. He is either making mistakes, or is deliberately cheating. If the latter is true, I wouldn't play with the player any more... if I can't trust a player then they have no place at my table. However, you may choose to do otherwise. In any case, there are clearly problems with at least one character in your group. At this point, I would be inclined to use the arrival of a new player to do a full audit of [i]all[/i] the characters "to better get a feel of how you really stack up in terms of power". Check every character thoroughly for rules errors. (The reason for checking all the characters? Two fold: if allows you to catch anyone else who has 'forgotten' a key rule, and it doesn't single out the problem player for special treatment.) You probably don't want to hear this, but I'm going to say it anyway: you [i]must[/i] read through the core rulebooks in detail at your earliest opportunity. Your lack of rules knowledge is undermining your authority as DM. Get the rules under control, and everything else will become that bit easier. Oh, and certainly [i]don't[/i] allow any (more) supplements until you've got a handle on the core rules. [/QUOTE]
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