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General Tabletop Discussion
*Dungeons & Dragons
Do you let PC's just *break* objects?
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<blockquote data-quote="Oofta" data-source="post: 9048457" data-attributes="member: 6801845"><p>But the issue seems to be</p><ol> <li data-xf-list-type="ol">If the DM asks specifics about how they do something after they declare their action (in our case because the vase is trapped) it clues the player onto the fact that it's not just an ordinary interaction.</li> <li data-xf-list-type="ol">If the player feels that it's not an ordinary interaction they change what they would have otherwise done.</li> </ol><p>It's step 2 that I would call metagaming. I simply ask people not to do step 2. If I ask for clarification, it shouldn't affect how they were envisioning their action.</p><p></p><p>But part of this may well be that I rarely use traps, or poison. I think they're okay in some situations and they can add to the theme and tension of the scenario. When I do have traps, I will frequently ask the player if they want to check for traps first or I'll ask them to roll a check if I'm uncertain what their PC would think. Some styles of D&D have traps around every corner, I don't because traps in old school D&D were often illogical. Just think of the issues you'd have with OSHA! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>So in either case, it's simply not an issue for me. I don't need a solution for a problem I don't have. As always do what works for you, life would be boring if we were all the same. <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></blockquote><p></p>
[QUOTE="Oofta, post: 9048457, member: 6801845"] But the issue seems to be [LIST=1] [*]If the DM asks specifics about how they do something after they declare their action (in our case because the vase is trapped) it clues the player onto the fact that it's not just an ordinary interaction. [*]If the player feels that it's not an ordinary interaction they change what they would have otherwise done. [/LIST] It's step 2 that I would call metagaming. I simply ask people not to do step 2. If I ask for clarification, it shouldn't affect how they were envisioning their action. But part of this may well be that I rarely use traps, or poison. I think they're okay in some situations and they can add to the theme and tension of the scenario. When I do have traps, I will frequently ask the player if they want to check for traps first or I'll ask them to roll a check if I'm uncertain what their PC would think. Some styles of D&D have traps around every corner, I don't because traps in old school D&D were often illogical. Just think of the issues you'd have with OSHA! ;) So in either case, it's simply not an issue for me. I don't need a solution for a problem I don't have. As always do what works for you, life would be boring if we were all the same. :) [/QUOTE]
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Do you let PC's just *break* objects?
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