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<blockquote data-quote="Brimshack" data-source="post: 3212626" data-attributes="member: 34694"><p>If Lone-wolf behavior is rewarded it will continue. I think one of the main reasons it so rarely gets curbed the way it ought to is that sometimes the most plausible outcome is a n outright kill. When the Rogue goess off on his own, he either gets caught and/or killed or he as often as not comes back with what he wants. It shouldn't take a conscious effort to kill the lone wolf, just a world sufficiently populated with hazards to be a threat to the group should be an almost automatic kill to a single member operating on his own. If you have a running enemy, that can also serve as a deterrant. If there is someone out there just dying to whipe the party, but they can't quite manage everyone all at once, then anyone who goes off alone is asking to show up on a mideaval milk carton. If that kind of thing is going on, and if he really doesn't want it to continue, then the DM might want to think about some deterrants.</p><p></p><p>For most characters it's not easy to get and learn what an item is on the sly. Is the DM allowing them to sneak items without the proper skill checks? How do the other characters know what the items are? Is the DM making it too easy to figure it out? Without a Slight of Hand check, I see know reason a Cleric couldn't notice the grab, even whil casting a spell. And without good divination (preferrably "Identify" but at least Detect Magic), I see no reason why a character with an item grabbed on the sly would know what it is. He could either solicit help from the party or spend time and money trying to figure it out for himself. SHouldn't the other members of the party get a spot check to notice new items appearing in use in the middle of the dungeon? Wouldn't the Cleric notice when bodies appear already looted as she checks them herself?</p><p></p><p>Going the very direct and very calculated route, he coud plant an item that others (powerful NPCs) will be asking about later. When a Rogue comes up with an item that no-one else knew about and the party gets in trouble for it that will make the player think twice about his behavior. Alternatively, he could plant an item which would be extremely useful to the Cleric but marginally useful to a Rogue. Then engineer a game where success depends on whether or not the item made it to the right hands. Anyway, those are just ideas. What I do think is that there is no use whining about behavior that seems for all practical purposes to work.</p><p></p><p>I don't know about venting person to person anger in the form of a character, nor do I think it's that bad if a character is acting judgemental. It's a character and that can be a fun feature of a character. But if it's used to communicate an indirect message, that's not very affective or fair. I think a better thing to do would be address it player to player, not demanding a specific outcome, just saying that it is very frustrating to her that others are getting stuff because her character is taking care of the party. The other players can either adjust or not, but why not make it know what is the source of frustration.</p><p></p><p>Last point, I've had Rogues that made a point to get to the magic first but didn't hoard it once they got it. Even a Rogue can figure out if the Cleric's AC is too low and that he needs her to stay alive. If the Rogue wants to pass items along "here I found this" it could help solve the problem. But once again, I think it should be a little more difficult for him to get and keep and use all this stuff on the sly. Normally, the character should need others to help figure it all out.</p></blockquote><p></p>
[QUOTE="Brimshack, post: 3212626, member: 34694"] If Lone-wolf behavior is rewarded it will continue. I think one of the main reasons it so rarely gets curbed the way it ought to is that sometimes the most plausible outcome is a n outright kill. When the Rogue goess off on his own, he either gets caught and/or killed or he as often as not comes back with what he wants. It shouldn't take a conscious effort to kill the lone wolf, just a world sufficiently populated with hazards to be a threat to the group should be an almost automatic kill to a single member operating on his own. If you have a running enemy, that can also serve as a deterrant. If there is someone out there just dying to whipe the party, but they can't quite manage everyone all at once, then anyone who goes off alone is asking to show up on a mideaval milk carton. If that kind of thing is going on, and if he really doesn't want it to continue, then the DM might want to think about some deterrants. For most characters it's not easy to get and learn what an item is on the sly. Is the DM allowing them to sneak items without the proper skill checks? How do the other characters know what the items are? Is the DM making it too easy to figure it out? Without a Slight of Hand check, I see know reason a Cleric couldn't notice the grab, even whil casting a spell. And without good divination (preferrably "Identify" but at least Detect Magic), I see no reason why a character with an item grabbed on the sly would know what it is. He could either solicit help from the party or spend time and money trying to figure it out for himself. SHouldn't the other members of the party get a spot check to notice new items appearing in use in the middle of the dungeon? Wouldn't the Cleric notice when bodies appear already looted as she checks them herself? Going the very direct and very calculated route, he coud plant an item that others (powerful NPCs) will be asking about later. When a Rogue comes up with an item that no-one else knew about and the party gets in trouble for it that will make the player think twice about his behavior. Alternatively, he could plant an item which would be extremely useful to the Cleric but marginally useful to a Rogue. Then engineer a game where success depends on whether or not the item made it to the right hands. Anyway, those are just ideas. What I do think is that there is no use whining about behavior that seems for all practical purposes to work. I don't know about venting person to person anger in the form of a character, nor do I think it's that bad if a character is acting judgemental. It's a character and that can be a fun feature of a character. But if it's used to communicate an indirect message, that's not very affective or fair. I think a better thing to do would be address it player to player, not demanding a specific outcome, just saying that it is very frustrating to her that others are getting stuff because her character is taking care of the party. The other players can either adjust or not, but why not make it know what is the source of frustration. Last point, I've had Rogues that made a point to get to the magic first but didn't hoard it once they got it. Even a Rogue can figure out if the Cleric's AC is too low and that he needs her to stay alive. If the Rogue wants to pass items along "here I found this" it could help solve the problem. But once again, I think it should be a little more difficult for him to get and keep and use all this stuff on the sly. Normally, the character should need others to help figure it all out. [/QUOTE]
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