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DM Needs Help with Rules Lawyer
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<blockquote data-quote="Felix" data-source="post: 988058" data-attributes="member: 3929"><p>Very Good Rule #1: Players are allowed to open only the PHB at the table. Other books may be opened with permission. (This doesn't have to be a hard and fast rule, but rather a courtesy to the DM. Ask them not to do so, and they likely will comply.)</p><p></p><p></p><p>Better Answer: Not every monster is the same; please put the MM away.</p><p></p><p></p><p>And why would the BBEG want to keep this jerk around? If he's been a booger about the imp, have him reap the rewards of his actions.</p><p></p><p>If every encounter devolves to this, simply say you will talk about it after the session. If that doesn't work, demand that it's after the session. If that doesn't work, tell him to buzz off.</p><p></p><p>As for anti-rogue tactics:</p><p></p><p>My opinion is that the barbarian and the rogue should deal the most melee damage; both sacrifice AC and other things for the ability to deal ridiculous damage. The barb usually has a lower AC and does consistent chunks of damage. The rogue has to be crafty about it.</p><p></p><p>The fighter is a meat shield; high AC and high HP. He isn't necessarily the damage dealer. </p><p></p><p><em>Anyway...</em> sure, you can create many situations where the rogue will not be able to sneak attack: undead, oozes, and other beings. After a few encounters these become boring and unfair. You can also have battles in small hallways where the rogue can't maneuver without tumbling through an enemy's square. </p><p></p><p>Your player is probably putting his rogue in an open position when he flanks, yes? He's behind enemy lines, as it were. Have the enemy second ranks grapple him. Pound him into submission. But allow him to tumble around getting sneak attacks! Allow him to flank. Allow him to cleverly avoid aoo's. Allow him to use his blindfight ability (Dungeon Delvers [S&S] get very little otherwise in their abilities). Allow him to do these things.</p><p></p><p>But don't forget that his enemies will begin to anticipate him. His enemies have been warned against him. NPC's have been handpicked to assassinate him. Cast deafness on him and remove his blindsight, if it's sonic based. Play up the intelligence of the enemies.</p><p></p><p>Don't let him push you around.</p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="Felix, post: 988058, member: 3929"] Very Good Rule #1: Players are allowed to open only the PHB at the table. Other books may be opened with permission. (This doesn't have to be a hard and fast rule, but rather a courtesy to the DM. Ask them not to do so, and they likely will comply.) Better Answer: Not every monster is the same; please put the MM away. And why would the BBEG want to keep this jerk around? If he's been a booger about the imp, have him reap the rewards of his actions. If every encounter devolves to this, simply say you will talk about it after the session. If that doesn't work, demand that it's after the session. If that doesn't work, tell him to buzz off. As for anti-rogue tactics: My opinion is that the barbarian and the rogue should deal the most melee damage; both sacrifice AC and other things for the ability to deal ridiculous damage. The barb usually has a lower AC and does consistent chunks of damage. The rogue has to be crafty about it. The fighter is a meat shield; high AC and high HP. He isn't necessarily the damage dealer. [i]Anyway...[/i] sure, you can create many situations where the rogue will not be able to sneak attack: undead, oozes, and other beings. After a few encounters these become boring and unfair. You can also have battles in small hallways where the rogue can't maneuver without tumbling through an enemy's square. Your player is probably putting his rogue in an open position when he flanks, yes? He's behind enemy lines, as it were. Have the enemy second ranks grapple him. Pound him into submission. But allow him to tumble around getting sneak attacks! Allow him to flank. Allow him to cleverly avoid aoo's. Allow him to use his blindfight ability (Dungeon Delvers [S&S] get very little otherwise in their abilities). Allow him to do these things. But don't forget that his enemies will begin to anticipate him. His enemies have been warned against him. NPC's have been handpicked to assassinate him. Cast deafness on him and remove his blindsight, if it's sonic based. Play up the intelligence of the enemies. Don't let him push you around. Good luck. [/QUOTE]
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