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<blockquote data-quote="jasper" data-source="post: 2820609" data-attributes="member: 277"><p>Jokamachi Sorry no perpetual get out of jail free card I reply “well Bob this the tenth time I had to correct you since you can’t figure the rules out bring a new character class next week and you banned from playing class x.” I did this 3 times to immature players. One was adult the other two were kids of some adults playing. In fact once I did this to one kid his father banned him from the same class when Dad DMed. But most of time this is corrected by stopping the game, reading the rule, correcting the cheater, and then the group peer pressure brings them around.</p><p></p><p>As to spell duration, hit pts, extra magic. I had dm cheat sheet, it holds 12 pcs, has hit pts, level, class, alignment, the various acs, race, sex. On the bottom it has 12 slots for pc name his magic items. So they may get away with not marking off hit pts off their sheet but between my cheat sheet and scratch sheet I will generally catch it. The scratch gets a lot of use. Ex monsters 1 -6 their hit pts a round number. So fly cast in round three I marked Bob Fly ends round 9. </p><p></p><p>Metagaming is the hardest generally no harm no foul but I will force people to step on the land mine. We have house rule which players roll for all their saves, checks etc. And to save time checking for traps the sop is both thieves are checking for traps every square and players switch out rolling and I only call for a roll if something there. So the group knows something going to happen but the pcs don’t. When you have the husband and most the group telling the wife ,’You fumbled you know you did but your thief does not. Step into the trap” the major metagaming ends.</p><p></p><p>As to dice cheats as I previous said, no tiny dice and no cheater dice for Bob. Bob had 4 sets of dice. Two sets had 4 to 6 twice, the other sets 1 to 3 twice, all regular Vegas red. He was sneaky and only used about 3 or 4 times per session. But one night he could only do less that half damage. Bob start whining and narc himself out. Bob’s cheating dice are allow in the house but they stay in his dice box and someone stop checks him. </p><p></p><p>As to mistakes which goes both ways (forgot extra damage, forgot bonus so blew save etc), generally if we catch them after the fact it is no harm no foul. And if dead pc well the pc was knocked into next week. This applies to monsters as well. </p><p></p><p>nore to self steal woodelf players also. I guess I travelled to much my first years of gaming between high school, the army, college and post college I got lot of bad players. So when people say D&D players are smarter, nicer, etc I know they falling to the trap of think their hobby is special or been very lucky, or have forgotten some things.</p></blockquote><p></p>
[QUOTE="jasper, post: 2820609, member: 277"] Jokamachi Sorry no perpetual get out of jail free card I reply “well Bob this the tenth time I had to correct you since you can’t figure the rules out bring a new character class next week and you banned from playing class x.” I did this 3 times to immature players. One was adult the other two were kids of some adults playing. In fact once I did this to one kid his father banned him from the same class when Dad DMed. But most of time this is corrected by stopping the game, reading the rule, correcting the cheater, and then the group peer pressure brings them around. As to spell duration, hit pts, extra magic. I had dm cheat sheet, it holds 12 pcs, has hit pts, level, class, alignment, the various acs, race, sex. On the bottom it has 12 slots for pc name his magic items. So they may get away with not marking off hit pts off their sheet but between my cheat sheet and scratch sheet I will generally catch it. The scratch gets a lot of use. Ex monsters 1 -6 their hit pts a round number. So fly cast in round three I marked Bob Fly ends round 9. Metagaming is the hardest generally no harm no foul but I will force people to step on the land mine. We have house rule which players roll for all their saves, checks etc. And to save time checking for traps the sop is both thieves are checking for traps every square and players switch out rolling and I only call for a roll if something there. So the group knows something going to happen but the pcs don’t. When you have the husband and most the group telling the wife ,’You fumbled you know you did but your thief does not. Step into the trap” the major metagaming ends. As to dice cheats as I previous said, no tiny dice and no cheater dice for Bob. Bob had 4 sets of dice. Two sets had 4 to 6 twice, the other sets 1 to 3 twice, all regular Vegas red. He was sneaky and only used about 3 or 4 times per session. But one night he could only do less that half damage. Bob start whining and narc himself out. Bob’s cheating dice are allow in the house but they stay in his dice box and someone stop checks him. As to mistakes which goes both ways (forgot extra damage, forgot bonus so blew save etc), generally if we catch them after the fact it is no harm no foul. And if dead pc well the pc was knocked into next week. This applies to monsters as well. nore to self steal woodelf players also. I guess I travelled to much my first years of gaming between high school, the army, college and post college I got lot of bad players. So when people say D&D players are smarter, nicer, etc I know they falling to the trap of think their hobby is special or been very lucky, or have forgotten some things. [/QUOTE]
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