Armour Dilemma: Am I Wrong Here?

fusangite

First Post
OK -- I'm running a campaign for 10th-12th level characters.

I'm trying to ascertain whether I'm missing something in a conflict with a player. In the second-to-last episode of my game, the characters were awakened by a horrible explosion in the middle of the night. Those who did not wear armour or wore armour they could sleep in sped off to discover the source of the explosion. They quickly discovered a horrible situation whereby the vampires (all former wizards) they had been battling all campaign had orchestrated an elaborate trap to annihilate the City Guard garrison hemming them into their tower.

Quickly, it became apparent that if the characters did nothing 140 people would be turned into vampires. The problem was that all those with Negative Energy Protection or the capacity to turn undead were stuck at home putting on their heavy armour for the next 40 rounds. The characters who arrived at the scene quickly ascertained that if they waited 40 rounds, 100+ guards would be dead or turned into vampires, having been affected by Mass Suggestion and Mind Fog in addition to the Dominate power of vampires and having been hemmed-in by walls of stone, fire, etc. So, they decided to stay and fight, figuring that once a few rounds had elapsed past the 4 it would take them to get back and warn their compatriots, their friends would realize that they were facing some sort of emergency and rush in to aid them.

Given that I'm a DM who does not enforce metagaming prohibitions, I figured that the armour-donning characters could also see that I'd set up the entire episode to resolve this combat. Or maybe they would even take the hint when I repeatedly asked them if they really wanted to keep donning their armour. However, it became increasingly clear that given a choice between donning their armour and saving 100 people from a fate worse than death, they would choose their armour. So clear that by the time the party's sorceror realized that help was needed, it didn't even occur to him to rush home and try to persuade his friends to leave their armour behind; instead, he rushed off to enlist the aid of the city's evil duke who, for his own reasons, opposed the vampires.

Now, I have no quarrel with my players' choices. The fact that 3 turned down participating in a combat I spent 10 hours setting up is not my problem. My problem is the abusive verbal outburst from one of them who told me that I had ruined his evening and wasted his valuable time by enforcing the armour donning rules and that by not allowing him to don his Full Plate instantaneously, I had decided not to let him play. He insisted that I was a lousy GM because a good GM would have "let everybody play." When I suggested that any time he wanted to stop putting on his armour, he could have participated, he became more abusive and stormed out.

It seems to me that perhaps he could have found fault with his fellow players for not doing more to cajole/persuade him into coming to the battle without his armour. But I have real trouble with the idea that I was a GM was wrong to give the characters a time-critical emergency where they had to weigh their own safety against others' lives. Am I wrong here? Are armour donning rules often ignored? Is it unreasonable to give characters a choice between putting on their armour or participating in the adventure?
 
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I think that if a player is going to blame you for something that, in reality, was his own choice, that you should not invite that player back. You were not wrong in the situation.
 

it sounds like oyu set up a good situation where the characters ahd to make choices and the player couldn't handle it.

i see nothing wrong with what you did, i think in fact that you did a good thing. this is a dilemma the players should have to face.
 

nope

In my opinion, you were absolutely right in your decision. One of the disadvantages of wearing heavy armour is that it takes a long time to put it on. Not every situation can be tailor-made so the characters can be at their utmost effectiveness. Like you said, he could have stopped putting on his armour and joined the combat. He kept himself out of the combat, you did nothing to stop him. In fact, if he is a good aligned character, I'd think of imposing some sort of alignment infraction penalty for letting innocent people die while he was making himself all nice and safe.
 

No, you are not wrong. The player that had the problem needs to grow up.

I was playing in a game that had that same type of situation come up. I was a paladin and we woke up to the sound of battle. The two clerics and I decided to get into our armor before we went to see what was happening.

In the end several members of a group that we were allied with were killed. We arrived in the last two rounds of the combat, so not much for us to do. We expended what healing we had on the rest of the allies that were injured.

The game is about choices. The player made one that was not to his liking. It is possible that he was more mad at himself for making the choice he did. He just took it out on you because you were an easy target. Hindsight is 20/20 they say, the player probably looked back and realized he made the wrong choice.

I hope you and the player are able to work this out. Good luck!
 

fusangite said:
But I have real trouble with the idea that I was a GM was wrong to give the characters a time-critical emergency where they had to weigh their own safety against others' lives. Am I wrong here? Are armour donning rules often ignored? Is it unreasonable to give characters a choice between putting on their armour or participating in the adventure?

Not at all. Anything that "spices up" a situation is fine (as long as you don't hassle your players with it continuously). If I wanted a game (as both player and DM) where conflicts are always resolved "fairly" with equal conditions on both sides, I would play chess instead. Part of the RPG experience/fun is having awful odds dictated by the scenario and still succeeding, IMO. Anything else would also fairly soon ruin my suspension of disbelief (so the bandits never attack at night, but wait till after breakfast when the party is fully dressed:p).
 

Defensive planning, d00d. An ounce of prevention is better than a ton of cures. And stuff.

Why did you set up a climactic encounter in which half the group could potentially be nerfed? Did you forget that with D&D, it's all about the gear? Never mind whether that's a good or a bad thing for now, the point is that it's true. Given that you had 10 or more hours to plan things out, couldn't you have come up with a solution that didn't require assuming that the group would fight in their pyjamas?

Where's the player in question? I'd like to hear his side of the story.
 

alsih2o said:
it sounds like oyu set up a good situation where the characters ahd to make choices and the player couldn't handle it.

i see nothing wrong with what you did, i think in fact that you did a good thing. this is a dilemma the players should have to face.

I agree.

When I DM and when I play the DM always makes note of who is and is not wearing the armor and the time requirements to put it on. I think you had a great moral dilemma going there and shouldnt take any flack for it.

If you can live without that player, tell him to stay home. It was his choice. IMO
 

Nothing wrong with your decision. You always have to know of the drawbacks of heavy armor.
There are several magic armor abilities to circumvent this drawback:
Armor of Ease (Masters of the Wild) lets you sleep even in heavy armor at no penalties.
Called Armor (Defenders of the Faith) is perfectly donned as a standard action. (Teleported on your body) ;)
There are also some boni from heavy armor like a good AC when flatfooted.

If he can't live with an armor that takes minutes to don (and needs help by a second person!) he should wear light armor or bracers.

If the party charged into battle instantly without donning their armor, I would have given more XP for the fight because they couldn't use all their essential equipment. But that's another point.

I prefer to have a Called Armor as a paladin. You never know. :)

BYE
 

fusangite said:
He insisted that I was a lousy GM because a good GM would have "let everybody play." When I suggested that any time he wanted to stop putting on his armour, he could have participated, he became more abusive and stormed out.

I for one agree with his first statement. Just like I wouldn't be happy as a spellcaster to find out that the climatic encounter the DM has planned for 10 hours takes place in an antimagic field, I wouldn't be happy to find out as a meleer that my characters armor is useless.

Just by the design of the encounter you shut out part of the group - you have to ask yourself if that was worth it? I don't think the encounter would've been that much worse if there hadn't been a choice between the armor and the lives. I even would've bought the "donned as standard action" excuse to get the ball rolling.

Having said that there was no reason for your player to be abusive. Maybe he'll get it and get a chain shirt for a pyjama for the next time.
 

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