Paul Farquhar
Legend
One place where my players noticed a discrepancy between PC and NPC stat blocks was in RotFM when the had Vellynne Harpell on the team. They noted that she had a lot of hit points for an eighth level wizard.
Collaboration in itself is fine; but the second I get any sense that collaboration is being enforced I'll push back, and hard.
I've had players at my table that, given what seem to be your tastes, would probably send you screaming for the hills.Not all of them worked out, but those that did will - in the best of ways - never be forgotten.
I guess it also comes down to how seriously everyone takes it all. I take it seriously enough to show up on time for the games and to pay attention during them but that's about it: I'm in it for laughs and entertainment (my own and others'), and I've long since learned not to take anything that happens in play all that seriously.
I accept (and expect) as a simple fact of life that there's going to be times when I'm at the game but not involved in play. The reasons for this are many and varied: self-inflicted (I have my PC off doing something else at the time) or due to in-game bad luck (I fail a save and spend a combat paralyzed and unable to act) or because someone else is on a solo mission and I'm waiting back at base, or because I don't at the moment have a character at all (the last one's dead and the replacement hasn't met the party yet).
Over the long run ideally these moments tend to cancel out such that everyone is out of action for roughly the same total amount of time.
If the DM wanted to use that character later in the campaign, however, at the very least I as its player/owner would expect a request for permission, and if for whatever unlikely reason my answer was "No" I'd expect the DM to show enough integrity to abide by that.
A game that in part tries to mirror real life, except with a LOT more freedom to do what you want.
Rules are made to be broken, aren't they?
If just one person not having fun is enough to veto something it's a wonder anything gets done. But from other things you've said it doesn't seem that hard-line, so...?
My general guiding ethos is "Do what the character would do"; and if that means one character is going to plan for an hour while another will get bored and stir the pot after five minutes then that's exactly what happens.
We try not to have players witness things their characters wouldn't, in order to keep player knowledge and character knowledge the same so as to prevent metagaming. And yes, sometimes this means lots of notes get passed from player to DM and back (and sometimes from player to player) or the DM goes off with a player for a few moments.
One place where my players noticed a discrepancy between PC and NPC stat blocks was in RotFM when the had Vellynne Harpell on the team. They noted that she had a lot of hit points for an eighth level wizard.
Which falls perfectly under my mantra of "what happens in character stays in character"; and if it holds like this all is fine. Yet from reading other posts you've made it seems you clamp down rather hard on characters acting like jerks even if the players aren't. Which is it?It is a table rule (at all our tables), that players think about other players when choosing their actions. Not the characters, the players, so people are mindful of each other. It does not preclude characters acting like jerks, just the players acting like jerks. And if you don't abide by this table rule, then just don't play.
The DM-hoggers are a nuisance, to be sure, but people scheming behind each others' back can lead to some excellent play*. I could bore everyone with a litany of grand stories about such things from games I've both DMed and played in; suffice it to say that as long as the players don't take it personally that sort of thing can be a blast.And we accept that this is going to happen too, but we just do some efforts to keep it minimal. Not only does it mean that you play more, it also means that you play better (in the sense of the quality that you get back from the game), because you don't have time when you are connected and no-one else is.
It's not my experience, there are DM hoggers and people always scheming behind the others back, and the only counter to that if the DM does not balance things out is to start scheming as well, therefore lowering again the quality of play for the others. I had one such player (at least one who was worse than a few others at our tables), so for a few sessions, I had him sit outside five minutes for every minute that he took me out for solo play, because while he was doing his things, the others were playing as a group. That cured him very, very quickly.![]()
All it requires is that if my character was, say, a Thief; and after I've left the game the party looks to recruit a Thief, the DM either a) not use my Thief as that recruit and instead rolls up an NPC or b) ask me if it's OK that my character return to play without me.The permission to use the character in the campaign is granted the instant the character starts to live in the fantasy world. There is no need to require further permission. The DM is not oging to gimp his game, his world and its history just because one player slammed the door.
More because if I don't hard-code them either someone will find a way to exploit the loophole or I'll forget my ruling and get it wrong sometime later.Then why do you insist on transforming rulings into rules ? So that you can break them later ? :[p
To me it all falls under 'just messing around', as does most of the game in general.Because there is a difference between really destroying someone else's fun and just messing around a bit. The DM does it all the time, putting the characters in dangerous situations, messing around with them, etc. We just want the same limits from one player to the next.
That's fair. If there's two who enjoy meticulous planning and two who don't*, however, then no matter what happens two people are going to be slightly annoyed: either the planners if the non-planners don't give them the chance, or the non-planners if they're made to wait for the planners to finish. Tolerance is required both ways.The example that I've given you about planning is that if 4 players enjoy planning, and one find it boring, the "bored" guy will at least let the others to a bit of planning before doing something where all hell breaks loose. And the others will understand that too, realise that they had been planning for too long anyway, and respect what the needs of the other player.
We generally do, for purposes of curing if nothing else.And how did they note that ? As a player, I don't even know how many hit points my fellow players have,
Stats are often shared around as part of general table banter; in character we know who in the party is tough and who isn't, but not in a numerical sense.and I certainly don't know their CON stat...
Agreed all round.And I might, metagaming, know that they are about the same level as I am, but NPCs don't have their level tattooed on their forehead, or the fight that they might have multiclassed or exceptional circumstances. In the world, we would probably notice if someone looks exceptionally resilient.
We generally do, for purposes of curing if nothing else.
Stats are often shared around as part of general table banter; in character we know who in the party is tough and who isn't, but not in a numerical sense.
Except there are literally 100s of types of stone with very different properties.What I'm talking about are precedent-setting rulings where the DM doesn't adhere to the precedent. An example: say my PC has got hold of an Adamantine Axe whose main property is that is cannot lose its edge no matter what. So, we get to a stone door our Rogue can't open and as my action I declare "I'll try using my axe to chop through it." The DM, who never considered idea this when dreaming up the Axe, thinks about it a moment then says "Well, if you don't mind spending half an hour at it and don't care how much noise you make then yes, you chop through the door" (i.e. makes a ruling and grants auto-success).
Simple fleeting moment in play, right. But wait. With that ruling the DM has just set and locked in a precedent: Adamantine Axes can cut through stone, albeit slowly. Which means I-as-player can now expect - or certainly should be able to expect - this to be a consistent thing going forward and thus can base decisions around this information; and if the next time I meet a similar stone door I'm told I can't cut though it I'm going to both in and out of character be asking why.
I might give the option to take 2 levels of rogue. These are class abilities you learn from rogues and at some point you are advancing in that class. I get that the player would want his PC to remain a straight fighter from a game purpose, but I would have to ask about other class abilities.OK, to be clear, we are talking about adding uncanny dodge and sneak attack (1d6) to the fighter?
So, in my game (5e) I would say you would need down time (not sure of the time off the top of my head), money (note sure the cost off the top of my head), and 2 feats, your 6th and 8th to get both of those.
If I think about it some more I may tweak that a bit, but that is the general rule-of-thumb I use.
What you have is "at least one stone door can be cut through with the Adamantine Axe". What more, unless you are a master of both stone cutting and magical metals, you might not even know why this one door fell to the Adamantine Axe and the next one doesn't.
It happened to me regularly in a long-running game where I was playing a Battlemaster/Thief that specialized in poisons. For every PC that isn't a Thief, applying poison to your weapon requires an Action, whereas a Thief can do it as a Bonus Action. The ability to apply poisons quickly was one of the key abilities that defined my character. However, NPCs who use poison don't require any action at all to apply it to their weapon--they just get free poison damage (or other poison effects) added to all of their attacks. So the class feature that supposedly made me a great poisoner made me worse at using poisons than every other poison-using character in the game world.Again, I can't think of a single actual at the table occurrence where a player in a D&D game came away from an encounter unhappy that an enemy could do things they couldn't do.