Annoying Player who seems to mean well... sorta

reveal said:
The problem is he has tried to deal with her privately. It hasn't worked.
Then try the alternative I mentioned?

If she continues to be a problem after that, it's probably time to politely ask her to leave. This kind of thing will break the group, even if you try to "deal" with it. It's happened to me, and it sucks, but its unavoidable. Shape up, or ship out.
 

log in or register to remove this ad


DonTadow said:
The rules for evoke spells in the Elements of Magic rulebook says that it requires a reflex save or a touch attack, whichever makes sense. My interpretation (and everyone else in the group) is if you are attacking a person, you can make a touch attack, but if you are attacking an area in hopes of getting a bunch of people the people get a reflex save. She wanted it so that she could attack the ground with a touch attack and thus the people don't get a reflex save because she'd already attacked the ground.

Oh, yeah, your interpretation is obviously the correct one. She's just being silly.

DonTadow said:
The weapon is different. It's one of the six artifact weapons that the game's plot revolves around. I do not play out the artifact weapons if they take over or win the ego. The player is suppose to play out the weapon based on the handout the player received when they decided to accept the weapon .

That's fair enough. She accepted the item, and should accept the consequences. That said, I might be tempted at some point to say that the item rejects her outright, and remove it from her hands. She might well have figured she could accept the weapon, use the additional power, and ignore the consequences. If so, it's only right that she lose the benefits of the item.
 


diaglo said:
her husband will obviously also feel like you are ganging up on her.

so you'll have 2 people angry.

So talking to her privately doesn't work yet you're saying don't talk to her as a group because people will be angry? Then the only option is to kick both players out. How is that going to solve anything? Then everyone will be angry.

I guess I don't see any way around this by doing something "in game." No matter what he does, she's going to feel like she's being singled out. That seems to be her nature.
 
Last edited:

The_Universe said:
Then try the alternative I mentioned?

If she continues to be a problem after that, it's probably time to politely ask her to leave. This kind of thing will break the group, even if you try to "deal" with it. It's happened to me, and it sucks, but its unavoidable. Shape up, or ship out.
The problem is there are only two religious type people in the group and that announcement would still result in me calling her out publically.

I would love to do the "deity punishes you" thing too but in my world, deitys don't care too much for the day to day lives of people in the land. Honestly, way later down the line, the pcs will find out that their deities havn't had any real contact with the world in nearly a millinium and the person granting divine powers has been an old guy called the caretaker managing things until the deities get back.
 

delericho said:
Oh, yeah, your interpretation is obviously the correct one. She's just being silly.



That's fair enough. She accepted the item, and should accept the consequences. That said, I might be tempted at some point to say that the item rejects her outright, and remove it from her hands. She might well have figured she could accept the weapon, use the additional power, and ignore the consequences. If so, it's only right that she lose the benefits of the item.

I don't mind doing that either. I have a backup plan where it wants another suitor and the party must find one for her (if not one of her). I even pitched it to her to see if she wanted to relieve herself of the responlsiblity.

Her response

"shes having fun with it and wants to grow and see how far the relationships goes".
 

DonTadow said:
The rules for evoke spells in the Elements of Magic rulebook says that it requires a reflex save or a touch attack, whichever makes sense. My interpretation (and everyone else in the group) is if you are attacking a person, you can make a touch attack, but if you are attacking an area in hopes of getting a bunch of people the people get a reflex save. She wanted it so that she could attack the ground with a touch attack and thus the people don't get a reflex save because she'd already attacked the ground.

I don't know how I would deal with the other issues but with the spell effect I would rule that the spell was fully effective on the target of the touch attack and has no effect anywhere else. Therefore the huge ball of fire would engulf everyone, make the ground extra crispy, and probably freak out everyone that had been caught in it even though they hadn't been harmed. Generally speaking there are no spells that can affect someone without an attack roll or a saving throw. Magic missile is the only one I can think of, and it has lower damage than other sorcer/wizard spells for that reason. Your interpetation of the intention of the rules seems perfectly clear and reasonable to me. If you are attacking an area everyone in that area gets a saving throw.
 

DonTadow said:
The rules for evoke spells in the Elements of Magic rulebook says that it requires a reflex save or a touch attack, whichever makes sense. My interpretation (and everyone else in the group) is if you are attacking a person, you can make a touch attack, but if you are attacking an area in hopes of getting a bunch of people the people get a reflex save. She wanted it so that she could attack the ground with a touch attack and thus the people don't get a reflex save because she'd already attacked the ground.

You know what? I'd let her have the spell. I'd let her cast the spell, and it'd work.

Of course, since it's a touch attack with an area affect, that means she's at ground zero for the fireball, and gets no save. :cool:
 

DonTadow said:
Her response

"shes having fun with it and wants to grow and see how far the relationships goes".

And that gives you something you can use. Inform her that she has to play the character according to the guidelines she accepted, or else the choice will no longer be hers to make - the item will simply abandon her. Then, if she doesn't straighten up this aspect of her play, carry through on the threat.

I think your basic problem is that you have an unreformed munchkin on your hands (she's at the edge where power gamers become munchkins - if she was just inside the rules, she'd be a power gamer, but outside them she's a munchkin). The way to deal with a munchkin is to insist on an accurate and conservative interpretation of the rules in use in the campaign, and to religiously enforce role-playing disadvantages.

Mechanically, most of the power of a munchkin comes from creatively interpreting the rules of the game to her advantage. Hence the "I'm attacking an area, so it's a ranged touch attack, so there's no save." The thing is that it is the DM, not the player, who interprets the rules of the game. If something seems off to you, don't allow it. But be sure to have reasons for disallowing something, and be sure to implement the rules fairly at all times. (Sadly, this increases the work you have to do. There's no way around that - you'll just need to suck it up.)

It is important, when dealing with a munchkin, that you not allow rules disputes to spill out of control at the game table. Make a ruling, allow a brief appeal, and either change your mind or go with your original choice. DO NOT allow further discussion of the matter during the game - if there's a problem it must be brought up later. Explain at the start of your next session that that's how things are going to be - you're making rulings to speed up the game, not to hurt players. (Be tactful when doing the above - what I've outlined is what I think you should do, but not necessarily the way you should do it. If you just declare that you've decided there will be no more rules arguments, you'll probably lose your players.)

As regards the roleplaying disadvantages, these are more difficult to implement. I suggest using a "three strikes and you're out" rule. Every time the player of a paladin greviously breaks his code of conduct because it's convenient, make a mark. Likewise for defying the edicts of this weapon. Once the character has two marks, warn the player that a fall is coming. Then, on the third strike, apply the penalty for breaking the restriction - a fall from grace, a loss of the item, or whatever.

The benefit of the "three strikes" thing is that the player can't complain they weren't warned, and the consequences are clear. Also, it won't be a sudden penalty - the punishment only comes after multiple problems. And by placing a number on it, you don't have to make a call that "enough is enough" - you have a clear threshold in your mind, and can simply count towards it.

Chances are that the player will whine anyway if you apply any sort of a penalty. She'll no doubt take the view that you're picking on her. This cannot be avoided. Just point out that you're not dealing with rules disputes during the session, and that she'll need to bring it up later.

She might walk over this. Honestly, I don't think that'll be a big loss. More troubling is that her husband might get angry, and if she walks then he'll probably walk. This, also, is too bad, but there's nothing you can do about it. One of the problems of dealing with couples is that a problem with one becomes a problem with both, and if she's a problem then it doesn't matter how good a player he is. The problem needs to be dealt with, and the consequences of that accepted. ThirdWizard is right: "Married folk count as one person."
 

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top