James Heard
Explorer
I don't need to hunt around, I can remember plenty.Jim Hague said:With a pick-up group...well, hunt around a bit, and I'm sure you'll find all the horror stories you can stomach.

I don't need to hunt around, I can remember plenty.Jim Hague said:With a pick-up group...well, hunt around a bit, and I'm sure you'll find all the horror stories you can stomach.
swrushing said:So, out of curiousity, when *i* cheated by having my PC Defender's successful roll to hit be called a "miss" so that the PC ranger character next in line got the kill on the dragon, which seemed more dramatically appropriate, how exactly was i stealing the "moment to shine" from someone else?
How would "hey, my defender killed the dragon" (ire not cheating, following the rules, obeying the dice) be considered giving others their share of the limelight, exactly?
How would "hey, i have one healing potion left" when i didn't and pouring that potion down an "about to be dead, really dead" PC's throat be robbing him of his chance to shine? Sure, I am robbing him of his chance to be dead, to be gone, to be "end of story" and the player of his to need to dig up a replacement character when next the opportunity to meet up with one comes up. But, thats not what I generally refer to as his "chance to shine". its more the exact opposite, in fact, the "anti-shine" moment.
Infiniti2000 said:No, it's not reasonable because it's completely useless. There are no effects based on that definition.
So, you actually roll a 5 and miss but you state that you roll a 6, and still miss. You cheated, but it's inconsequential. The cheating must have a noticeable consequence, otherwise a discussion on it is meaningless. And, as Mort (and probably others) points out, most people will consider cheating to be negative action and not a positive one. So, if you don't use it for gain or for some negative effect, it's not cheating. If you want to say that you cheat in someone else's favor for no benefit of your own, try to use a different word or start a different thread because those are definitely not the same concepts. Unfortunately, your definition explicitly removes all negative factors and changes the thread topic.
I would say that an example of minor cheating would be to claim a critical threat instead of a mere hit. Or, perhaps to save vs. the flesh to stone instead of fail.
Mort said:Ok, se we have the argument - cheating is ok if it's done for the benefit of the group and/or the campaign, fun etc.
My question is: Except for the DM who is given the right to decide what's best for the campaign (for better or worse, the DM may be totally wrong and nobody has fun, but that's a different issue), who are you or I to decide when breaking the rules is best for everyone else?
In the "miracle potion" example - what if the player is about to accept the character dying and you save him from that death. The player, later, finds out you cheated to do so - Is he really happier. Let's say the player never finds out - but now becomes a risk taking idiot because he expects someone to always save his bacon before he dies - is this a better result?
woodelf said:Good point. Here's my counter-:
How is the GM any more likely to know that the player wants his character to die dramatically--or pointlessly--than another player does? In fact, given the way a lot of groups i've seen play, with the players spending some time collaborating out of GM's earshot (so as to make it easier for the GM to plan challenges and so on without simply countering the PCs' every move), mightn't it be more likely for another player to be aware if a player is ready to let (or cause) a character die?
Why is the GM the only one who is allowed to help make the game better for everyone, when all of the participants are presumably equally skilled and equally smart, more or less? And, why is a player any more likely to expect someone else to save him every time he does something reckless if the players do it a few times, than if the GM does it a few times?