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Do you warn your PCs before they do something stupid?
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<blockquote data-quote="dreaded_beast" data-source="post: 2123308" data-attributes="member: 11185"><p>Today, the druid PC wanted to cause some trouble to the local militia. Basically, he visited their barracks and gifted them with a potted plant which he planned to cast entangle on. He wanted the guards in the vicinity to be caught up in the entangle spell.</p><p></p><p>*Please note that I'm not concerned whether or not the spell could actually work using a potted plant (that's what the rules forum is for <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=";)" />) At the time, I ruled it was ok to use entangle with potted plants. I'm more concerned with the topic at hand.</p><p></p><p>Anyways, his character history was such that he was known for troublesome acts such as this against the town. However, this was the first time he attempted something like this in game. </p><p></p><p>So, what I did was that I informed him at that moment, that the reason he was adventuring in the first place was under the command of his mentor, who wanted him to make ammends to the town for his troublsome behavior in the past. I actually thought of this before hand, but didn't have the opportunity to tell the druid PC this.</p><p></p><p>I told him that after he announced he wanted to entangle the town guards. After he was told of his reasoning for adventuring, I said he could continue casting entangle if he wanted to. I didn't tell him what would happen exactly, but I informed him the guards would use "lethal force" if he cast a spell at them. Fortunately, he changed his mind, saving me from having the game de-railed slightly.</p><p></p><p>So, for you in similar situations, do you give warnings or just let PCs do what they want and roll with the punches?</p></blockquote><p></p>
[QUOTE="dreaded_beast, post: 2123308, member: 11185"] Today, the druid PC wanted to cause some trouble to the local militia. Basically, he visited their barracks and gifted them with a potted plant which he planned to cast entangle on. He wanted the guards in the vicinity to be caught up in the entangle spell. *Please note that I'm not concerned whether or not the spell could actually work using a potted plant (that's what the rules forum is for ;)) At the time, I ruled it was ok to use entangle with potted plants. I'm more concerned with the topic at hand. Anyways, his character history was such that he was known for troublesome acts such as this against the town. However, this was the first time he attempted something like this in game. So, what I did was that I informed him at that moment, that the reason he was adventuring in the first place was under the command of his mentor, who wanted him to make ammends to the town for his troublsome behavior in the past. I actually thought of this before hand, but didn't have the opportunity to tell the druid PC this. I told him that after he announced he wanted to entangle the town guards. After he was told of his reasoning for adventuring, I said he could continue casting entangle if he wanted to. I didn't tell him what would happen exactly, but I informed him the guards would use "lethal force" if he cast a spell at them. Fortunately, he changed his mind, saving me from having the game de-railed slightly. So, for you in similar situations, do you give warnings or just let PCs do what they want and roll with the punches? [/QUOTE]
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