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General Tabletop Discussion
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Do you let PC's just *break* objects?
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<blockquote data-quote="Lanefan" data-source="post: 9049859" data-attributes="member: 29398"><p>So in your game if the player states they insert the key into the lock and you come back and ask which way they turn the key (which, let's face it, is well beyond the level of detail normally expected in any action declaration!), the player will <em>never </em>metagame the situation and say in response "I don't turn it, instead I withdraw the key slowly and carefully"? This after having already declared the action of unlocking the door via using its key?</p><p></p><p>Because that sort of attempted takeback is likely what would happen here a very high percentage of the time, and only because I asked that question; and IMO that's bad faith play - <em>as is all metagaming</em>. To proactively prevent it, in this specific example I'd likely give the key-user a saving throw of some sort, with failure meaning the key got turned the wrong way and success meaning either they key got turned the right way or the character noticed something amiss at the last moment and stopped.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9049859, member: 29398"] So in your game if the player states they insert the key into the lock and you come back and ask which way they turn the key (which, let's face it, is well beyond the level of detail normally expected in any action declaration!), the player will [I]never [/I]metagame the situation and say in response "I don't turn it, instead I withdraw the key slowly and carefully"? This after having already declared the action of unlocking the door via using its key? Because that sort of attempted takeback is likely what would happen here a very high percentage of the time, and only because I asked that question; and IMO that's bad faith play - [I]as is all metagaming[/I]. To proactively prevent it, in this specific example I'd likely give the key-user a saving throw of some sort, with failure meaning the key got turned the wrong way and success meaning either they key got turned the right way or the character noticed something amiss at the last moment and stopped. [/QUOTE]
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Do you let PC's just *break* objects?
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