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<blockquote data-quote="Imaculata" data-source="post: 6829200" data-attributes="member: 6801286"><p>My 3.5 group has recently been running into the problem of wizardy opponents using scrying to preempt their attacks. They are not used to it. Scrying is something a lot of DM's simply gloss over, because it is too much of a hassle. But all of a sudden they have to take precautions to prevents being scried on, or they risk having even their most well laid out plans being undone by a clever wizard. Suddenly there are reinforcements, traps, and arcane marks waiting for them. So knowing this, they now take more precautions to keep their plans a secret. If they sense someone scrying on them, they cast anti-scrying spells, give false information, or they change their plan. They also take into account that their enemies may attempt to call reinforcements, so they place their characters in strategic positions to intercept guards and such.</p><p></p><p>As a DM, I often make sure that there are clear ways to anticipate and prevent an enemy calling for reinforcements. Sometimes its even as blatantly obvious as a giant gong or alarm bell being drawn on the battle map. That way the players know that as soon as they see someone running for the alarm, they have to stop him before he gets there. I also give the opponents guard dogs, who can sniff out invisible players, and track their scent. It makes for some interesting stealth game play, especially when they are outnumbered.</p><p></p><p></p><p></p><p>Are you sure you are giving them enough information as a DM? It could be that your player just does not understand his class, or does not understand how he is expected to respond... and regardless, it is not your job as a DM to decide for them how to play their character.</p><p></p><p>See, when I would describe such a room of evil artifacts, I would make it perfectly clear to the Witch Hunter that these are the sorts of objects that many generations of Witch Hunters have sought to destroy. Especially if I notice that my description is not getting the sort of reaction I wanted from my players. I adjust my description to make it more clear just how wrong these objects feel to them. Maybe I tell them that they hear the artifacts whisper vile thoughts into their mind. And even then, it is entirely up to them what action to take.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6829200, member: 6801286"] My 3.5 group has recently been running into the problem of wizardy opponents using scrying to preempt their attacks. They are not used to it. Scrying is something a lot of DM's simply gloss over, because it is too much of a hassle. But all of a sudden they have to take precautions to prevents being scried on, or they risk having even their most well laid out plans being undone by a clever wizard. Suddenly there are reinforcements, traps, and arcane marks waiting for them. So knowing this, they now take more precautions to keep their plans a secret. If they sense someone scrying on them, they cast anti-scrying spells, give false information, or they change their plan. They also take into account that their enemies may attempt to call reinforcements, so they place their characters in strategic positions to intercept guards and such. As a DM, I often make sure that there are clear ways to anticipate and prevent an enemy calling for reinforcements. Sometimes its even as blatantly obvious as a giant gong or alarm bell being drawn on the battle map. That way the players know that as soon as they see someone running for the alarm, they have to stop him before he gets there. I also give the opponents guard dogs, who can sniff out invisible players, and track their scent. It makes for some interesting stealth game play, especially when they are outnumbered. Are you sure you are giving them enough information as a DM? It could be that your player just does not understand his class, or does not understand how he is expected to respond... and regardless, it is not your job as a DM to decide for them how to play their character. See, when I would describe such a room of evil artifacts, I would make it perfectly clear to the Witch Hunter that these are the sorts of objects that many generations of Witch Hunters have sought to destroy. Especially if I notice that my description is not getting the sort of reaction I wanted from my players. I adjust my description to make it more clear just how wrong these objects feel to them. Maybe I tell them that they hear the artifacts whisper vile thoughts into their mind. And even then, it is entirely up to them what action to take. [/QUOTE]
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