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calling all GMs - advice on handling a selfish player
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2520494" data-attributes="member: 20805"><p>Good luck!</p><p></p><p> I currently have a player whose knowledge of the rules is very lacking.. and his comprehension levels is lacking as well. </p><p></p><p>With him, and everyone else, I require that they know the rules that govern thier characters abilities. Spells I am a bit more lenient on, but a player running a monk had better be able to tell me what DC his Stunning Fist is and how long the stun lasts.</p><p> If.. or when in the case of one player.. an ability is misunderstood or forgotten.. its usually to the detriment of the character and I do not do a rewrite of the encounter.</p><p></p><p>My suggestion for your player is to do the same... and in the same breath, suggest you look better at cutting rules out. </p><p></p><p>A 'I smash through the window and leap out to follow the BBG' should result in a quick 'you need to deal at least 10 points of damage to the window, then climb though.. or smash the window and jump through taking 1D4 damage from the shattered glass left in the frame.. or..bullrush through the window taking 1d8 point of damage and a DC 10 + damage taken Balance check. Climbing through takes 10' of movement and the other options takes 5' of movement to clear the window.</p><p></p><p> Fast, firm judgement calls tend to cut down on the arguments.</p><p>Also, lay out the main options for the player. It may take more time in play.. but usually less than the arguments that may occur without it.</p><p></p><p>Lastly, ensure to chat with the entire group about this being a communal game and how pacing is important. That lets you pull the 'DM is right' card a bit softer by stating 'for now, I will rule this way. Next break we will look this up and discuss it but right now the play must go on.'</p><p></p><p>{edit}.. almost forgot. One of my favorite ways to deal with a player who argues rules is to offer to let them DM. :></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2520494, member: 20805"] Good luck! I currently have a player whose knowledge of the rules is very lacking.. and his comprehension levels is lacking as well. With him, and everyone else, I require that they know the rules that govern thier characters abilities. Spells I am a bit more lenient on, but a player running a monk had better be able to tell me what DC his Stunning Fist is and how long the stun lasts. If.. or when in the case of one player.. an ability is misunderstood or forgotten.. its usually to the detriment of the character and I do not do a rewrite of the encounter. My suggestion for your player is to do the same... and in the same breath, suggest you look better at cutting rules out. A 'I smash through the window and leap out to follow the BBG' should result in a quick 'you need to deal at least 10 points of damage to the window, then climb though.. or smash the window and jump through taking 1D4 damage from the shattered glass left in the frame.. or..bullrush through the window taking 1d8 point of damage and a DC 10 + damage taken Balance check. Climbing through takes 10' of movement and the other options takes 5' of movement to clear the window. Fast, firm judgement calls tend to cut down on the arguments. Also, lay out the main options for the player. It may take more time in play.. but usually less than the arguments that may occur without it. Lastly, ensure to chat with the entire group about this being a communal game and how pacing is important. That lets you pull the 'DM is right' card a bit softer by stating 'for now, I will rule this way. Next break we will look this up and discuss it but right now the play must go on.' {edit}.. almost forgot. One of my favorite ways to deal with a player who argues rules is to offer to let them DM. :> [/QUOTE]
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