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Do you warn your PCs before they do something stupid?

If a character has sufficiently high Intelligence or Wisdom, or if the character would know things the player does not, I will occasionally give them a little precis of what they can expect might be some possible repercussions. If they then choose to go ahead, that's their problem.
 

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I usually tell them when they're thinking of doing something their characters would certainly find foolish/stupid/suicidal.

After all, the player isn't required to have a 18 Int or Wis anymore than he's required to have a 18 Str or Dex.

If I absolutely have to, I call for a Wis check for the character to realize the dangers of the action.
 

Klaus said:
I usually tell them when they're thinking of doing something their characters would certainly find foolish/stupid/suicidal.


ditto. either thru an NPC to the PC. or directly to the player as the referee.

ref: "Are you sure you want to use your hand to stop the flow of lava?"
 

I treat combat and non-combat situations a little different since people do dumb things under stress. Leap in front of the ballista bolt to protect the orphanage? Sure, let me roll damage while you make a strength check.

Out of combat when people start walking down the path best left untrodden, I ask them what they think will happen. If the answer is "I dunno but I'm tired of waiting" I either let them do it or know it's time for NPC intervention.

Most of the time they have a plan that doesn't take into account some information that IMO is general knowledge. I reiterate what I feel they don't understand then let them proceed as they wish.
 

I sometimes will do what Hong said above, and just ask “Are you sure?” before the PC does something exceptionally foolhardy and/or brave. Of course, sometimes I will toss it out there even if it is something bold and/or brave. I do not want them thinking that when I ask that question, it always means you should change your actions. And, if a PC does something exceptionally brave, but a bit foolish, I tend to go a little easy on them (i.e., throwing their body in front of spears to save a child...)

If a PC has a high intelligence or wisdom and tries to do something stupid, I might add in, “Your guy is pretty smart (or wise), so I just want to make sure you really want to do… (fill in the blank with something really stupid)?” Sometimes, if they hear the DM say what they are going to do, then they realize that “well, gee, my second level PC rushing out of his hiding place to charge the giant is not such a good idea.”

And, sometimes I will remind characters about something they might have forgotten from a session 10 weeks ago, but was only a week ago in game.
 

Umbran said:
If a character has sufficiently high Intelligence or Wisdom, or if the character would know things the player does not, I will occasionally give them a little precis of what they can expect might be some possible repercussions. If they then choose to go ahead, that's their problem.
I have also used the...

"What's your wisdom?"
"18"
"Then there's no way you'd try to do X. You're just not dumb enough."
 

I usually pretend I'm not sure exactly what the PCs are trying to do and have them explain it to me in some detail. Usually they realize during their description if the plan has major flaws, or is something they probably shouldn't do, and drop it or change the plan significantly.

If they don't realize there might be a problem then, I might have an NPC ask a question about the plan or intended course of action -- if an NPC is handy. Otherwise, I might ask one of the characters, DM to player, if his character would be willing to do this based on alignement, religion, past actions, etc.

If none of those warning signs changes their minds, then I let them go ahead with their stupid plan, and they suffer the consequences.
 

Personally if I hear a player say that he wants to do something dumb or nonsensical, I'll ask him what his end goal is.

Usually that's enough that you can give him the necessary information, and he can rethink his action.

Like -
"I throw myself in front of the ballista bolt"
"Why?"
"So I can stop it hitting the orphans by using my deflect arrows ability"
"Deflect arrows doesn't work on siege engine projectiles. The bolt will probably just hit you and hurt you a lot on it's way to the orphans."
"Oh, well I guess I'll think of something else then"

Is a lot better than
"I throw myself in front of the bolt"
"You die"
"But..."
"Nope, dead. Roll a new character"
 

Aus_Snow said:
If the player's very green, I'll warn them fairly often (if need be). If they're only a bit green, I'll warn them only a bit.

For players who not only should know better, but in fact do know better, it's tough luck all the way.

That's like the DM mentioned above. If you're new, he cuts some slack but the player I told about earlier is a veteran player who claimed to have "played paladins before".... so, no slack there....
 


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