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General Tabletop Discussion
*Dungeons & Dragons
Cleric Won't Heal?
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<blockquote data-quote="Lanefan" data-source="post: 8124472" data-attributes="member: 29398"><p>The only way to stop this is for the DM to proactively bring out the smackdown hammer and say the <strong>only</strong> voice she wants to hear on Huxley's turn is that of Huxley's player unless Huxley is communicating in-character with another PC (and remember, only so much can be said in six seconds). If need be, enforce this with some harsh in-game punishments e.g. loss of turn for those who won't shut up, and it'll come around pretty quick. <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>Another option is to enforce to the letter "if you say it, your character says it"; which means they can discuss tactics all they like but the enemies can hear every word... <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've done this in the past, largely because it's a very small step from 'playing by committee' to having some players outright start telling other players what to do and-or playing their characters for them - even when the PCs were separated in the fiction and could not communicate - and this never ends well. What I ended up doing was ruling that any suggestion from another player whose character couldn't have made it immediately became a banned action.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8124472, member: 29398"] The only way to stop this is for the DM to proactively bring out the smackdown hammer and say the [B]only[/B] voice she wants to hear on Huxley's turn is that of Huxley's player unless Huxley is communicating in-character with another PC (and remember, only so much can be said in six seconds). If need be, enforce this with some harsh in-game punishments e.g. loss of turn for those who won't shut up, and it'll come around pretty quick. :) Another option is to enforce to the letter "if you say it, your character says it"; which means they can discuss tactics all they like but the enemies can hear every word... :) I've done this in the past, largely because it's a very small step from 'playing by committee' to having some players outright start telling other players what to do and-or playing their characters for them - even when the PCs were separated in the fiction and could not communicate - and this never ends well. What I ended up doing was ruling that any suggestion from another player whose character couldn't have made it immediately became a banned action. [/QUOTE]
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Cleric Won't Heal?
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