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Bad GM rulings? How would you rule?
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<blockquote data-quote="azhrei_fje" data-source="post: 4070631" data-attributes="member: 12966"><p>Heh-heh, thanks. But I wouldn't tell a player to "shut up" until I was sure. So I've added the Listen check clarification to our "house rules" thread on my personal gaming forum. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>It's true that it's fairly powerful. When I read about it on the other board, I decided that I would use it. It takes a standard action to enter the stone and normal movement to exit. That means it's no faster to go through the stone to get to her bed chamber than it is to go through the door (slower even, if you figure you can leave the door ajar and only need open it once).</p><p></p><p>However, it would not be difficult for her to have a few drams of <em>dreamstep</em> on her person anyway. And if she <strong>needed</strong> it to get into the stone, she would've have at least one dose on her, probably more.</p><p></p><p></p><p>The player was there. The tricky part is that the player was NOT there at the previous session so another player had taken over the character. That player ended up triggering a <em>symbol of insanity</em>, which eventually led to the party knocking her unconscious because they couldn't fix that spell right away. But I have to admit that the other player did a great job of playing the rogue true-to-form. Triggering the <em>symbol</em> was just the kind of thing that the rogue's player would have done. I don't think there's any hard feelings between those two players.</p><p></p><p>(In a much older session, I ruled that dying eliminated mind-affecting effects. So the good news is that the rogue will come back without the insanity effect. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</p><p></p><p>I just got a message from one of the players that what irked him the most was that the onus of dropping out of combat was put on the players because I asked! I tried to explain that the question came up as soon as the BBEG <em>jaunt</em>'d, then again a few rounds later after she had taken her fateful actions. But he seems to think that I shouldn't have pushed the responsibility onto the players towards the end of a gaming session! (The effect would've been exactly the same, so this seems like a silly thing to become upset about. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> But I suppose appearances matter in a situation like this...)</p></blockquote><p></p>
[QUOTE="azhrei_fje, post: 4070631, member: 12966"] Heh-heh, thanks. But I wouldn't tell a player to "shut up" until I was sure. So I've added the Listen check clarification to our "house rules" thread on my personal gaming forum. :) It's true that it's fairly powerful. When I read about it on the other board, I decided that I would use it. It takes a standard action to enter the stone and normal movement to exit. That means it's no faster to go through the stone to get to her bed chamber than it is to go through the door (slower even, if you figure you can leave the door ajar and only need open it once). However, it would not be difficult for her to have a few drams of [i]dreamstep[/i] on her person anyway. And if she [b]needed[/b] it to get into the stone, she would've have at least one dose on her, probably more. The player was there. The tricky part is that the player was NOT there at the previous session so another player had taken over the character. That player ended up triggering a [i]symbol of insanity[/i], which eventually led to the party knocking her unconscious because they couldn't fix that spell right away. But I have to admit that the other player did a great job of playing the rogue true-to-form. Triggering the [i]symbol[/i] was just the kind of thing that the rogue's player would have done. I don't think there's any hard feelings between those two players. (In a much older session, I ruled that dying eliminated mind-affecting effects. So the good news is that the rogue will come back without the insanity effect. :)) I just got a message from one of the players that what irked him the most was that the onus of dropping out of combat was put on the players because I asked! I tried to explain that the question came up as soon as the BBEG [i]jaunt[/i]'d, then again a few rounds later after she had taken her fateful actions. But he seems to think that I shouldn't have pushed the responsibility onto the players towards the end of a gaming session! (The effect would've been exactly the same, so this seems like a silly thing to become upset about. :confused: But I suppose appearances matter in a situation like this...) [/QUOTE]
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