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Do you warn your PCs before they do something stupid?

Aeric said:
I wish my DM would have warned me before my 24 INT wizard touched a Sphere of Annihilation....
That should seriously have been a Knowledge[Arcana] check. I'm sure for a DC of, say, 25 or 30, a character should have knowledge of Spheres of Annihilation, and most Int 24 wizards can beat those DCs easily.
 

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If the characters' choice places them on a collision course with death and I would be significantly inconvenienced by them dying at that particular point, I'm far more likely to adjust the consequences of their action than I am to warn them off it.
 

I tend to give my warnings at the start of the game "Actions have consequences and just because you're the PCs of the setting, there are many other power players who may not be who you think. I will avoid having every bum be Elminster in disguise and every bar tender you meet is not a retired adventurer however actions have consequences."
 

MonsterMash said:
I love this idea. Usually my players might get the idea when I ask: "is that your final answer?" or "Are you sure?"
I have to start using the first question instead of the other one. It has a higher level of irony in these circumstances.
 

Saeviomagy said:
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.


Which is wonderful until you get the player who refuses to tell you the goal of his actions. Or the one who simply refuses to listen. Of course, he usually seems to be the type that says "I wouldn't have done it if ..." and trails into excuses and complaints. Like the time with slay living on the unconcious troll.
 

I tend to let the players play out their action, no matter how stupid they are. However, if it's going to put the campaign in the crapper I ask then if they really want to do the dumb thing that they are about to do.

Kane
 

For a good example of a GM trying to warn a PC against taking a certain action, check out the latest chapter of my Traveller T20 story hour in the link in my sig. I won't say whether the PC took the hint or not -- it would ruin the story. :cool:

Edit: For some reason, my sig is not showing up in this post. But it's in my post earlier on this page of the thread.
 
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ThoughtBubble said:
Which is wonderful until you get the player who refuses to tell you the goal of his actions. Or the one who simply refuses to listen. Of course, he usually seems to be the type that says "I wouldn't have done it if ..." and trails into excuses and complaints. Like the time with slay living on the unconcious troll.

I think, however, that at that point you've done all you can for them. Tell them so.
 

Nope. I've always believed that the most exercised human right is the right to stupidity and there's no reason I should deprive my players of it.
 

shilsen said:
Nope. I've always believed that the most exercised human right is the right to stupidity and there's no reason I should deprive my players of it.
Yup, they should feel priviledged to see you demonstrate it :)
 

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