Phion
Explorer
...but you repeat yourself.
How many paladins does it take to screw in a lightbulb?
Just one. He plugs it in, and the rest of the world revolves around him.
I wish I could give this comment more xp
...but you repeat yourself.
How many paladins does it take to screw in a lightbulb?
Just one. He plugs it in, and the rest of the world revolves around him.
I might give this a go actually if I get a tougher group to manage, been pretty lucky because my players get along and can agree on most things so far but there have been times this could have been handy in previous campaigns
That's not a session going wrong - that's a session of excellence, and a story you're still telling 30 years later!One of my worst, involving both a dick player and a weak, enabling DM, happened back in the '80s. Our party was playing City System in Waterdeep and discovered that one of the players (the dick in question) was actually playing a Drow priestess and causing woe to the party behind their backs. The DM knew this and let it happen. The person who discovered the masquerade was able to capture the Drow and bind her in our townhouse.
We then had a 3-hour argument over what to do. On one side, my player, a gray elf thief, wanted to slit her throat because, well, Drow priestess! On the other was the paladin (yes, one of THOSE paladins) who wanted to turn her in to the authorities and rehabilitate her ("I arrest you on the charge of being a Drow!"). The PC playing the Drow tried to kill herself by Enlarging inside her bounds and strangling but was stopped. The DM offered no good resolution and of course we were young and full of 'what our characters would do' obstinance.
In the end, I wound up unilaterally walking up and slitting her throat with a sneak attack. My character then shook his head and said, "What happened? The last thing I remember was looking into her eyes..."
The paladin player was furious. I told him that since she had attempted suicide previously, my story that she controlled my actions to kill her made good sense and he had little to use to assert that I did it willingly. He persisted and called my character a coward (like calling Marty McFly a chicken...). So we dueled, him a 7th level paladin and me a 5th level thief. I got good rolls and dropped him.
We made up later but that instance showed me how a D&D session can really go wrong. I had been playing for years at that point but had good groups and DMs. Live and learn!
As a player I'd never go for this, if for no other reason that sometimes that first idea (that by the sound of it everyone else is supposed to go along with) is plain stupid. Other players/PCs have to be able to step up and outright say "No. We're not doing that; and if you still want to do it you're on your own."iserith said:My tables rules include acknowledgement of "Yes, and..." for making decisions as a party. Someone comes up with an idea. The next person accepts the idea and adds to it with their own idea in a way that doesn't take away from the original idea ...
As a player I'd never go for this, if for no other reason that sometimes that first idea (that by the sound of it everyone else is supposed to go along with) is plain stupid. Other players/PCs have to be able to step up and outright say "No. We're not doing that; and if you still want to do it you're on your own."
Stupid ideas come up all the time - they're a hallmark of playing low-wisdom characters...or of low-wisdom players, always the best and most entertaining kind!It depends on what you mean by "stupid," I suppose. Was the idea offered in good faith? Was it put forth given a reasonable understanding of the current situation in-game?
I dunno - this kinda sounds like forced co-operation to me, which for me as a chaotic-aligned player would never fly.Because in my experience, when you can say "No" to either of those two questions, that's when it's deemed "stupid." In my view, it's not stupid. It's either the player making a joke or being intentionally disruptive or simply acting under a misapprehension. In those cases, I don't think the answer is "No, we're not doing that." Instead, that's the time to clarify before you move forward.
[MENTION=97077]iserith[/MENTION], you always have great comments, and I enjoy your adventures & encounters. This is surprising to me because of just how incompatible it would be at my table.
The two big problems I have is that (a) players shouldn't have the right to declare actions for another player's character that that other player doesn't agree with and (b) characters may get interrupted by other characters.
Can yu tell me how it would go down for a scene with player conflicts like this?
Here's the scene: The group has a developed a procedure of checking a chest for traps before opening after hitting several that exploded. The barbarian (not the barbarian's player) is bored and would want to just throw it open, but they are out in the hall with several people between them, all who have had a bad experience in getting blown up. The rogue is also out in the hall.
Who gets to declare first? The rogue who would be the oen most would want to agree? The person closest? The barbarian because they are the most impulsive?
If the rogue declares spending time to carefully look for traps, does that lock the barbarian out of walking over and opening it up even though that would take less time?
If the barbarian goes first, can she declare going over and open it, even though there are several other characters in the way that would try to stop it?
Now, I could see this working if the players work with really small time steps and respect each other. The barbarian's player declaring "The barbarian strides impatiently towards the chest" could get a lot of ANDs tacked on, and it won't get negated if he chooses to stop before opening it since that was not declared. But that seems like people who always be declaring just a short next action and it would be unwieldy for getting things done.
Stupid ideas come up all the time - they're a hallmark of playing low-wisdom characters...or of low-wisdom players, always the best and most entertaining kind!
Party gets to a bridge guarded by several giants, and beyond the bridge are other enemies. Party might be able to take the giants in a straight fight but most likely can't; and will for sure be overwhelmed if any help comes from beyond the bridge. Low-wisdom Fighter whose solution to everything up until now has been to go in weapons-hot sees this as a martial situation, takes the lead, and says "We charge".
A wiser member of the party should probably very quickly reply with "No we don't, you fool!"
I dunno - this kinda sounds like forced co-operation to me, which for me as a chaotic-aligned player would never fly.
Lanefan