Andvari
Adventurer
If a player wants to try something that's really unlikely to succeed, I sometimes just say "no" when instead I should instead tell them the DC and let them decide for themselves. It's usually when I'm in "the zone" trying to run combat quickly.
Feats can also cause me to feel restricted on my rulings when a player tries something I kind of think they should be able to do, but I know there's a feat for, that they don't have, as I feel like I'm punishing anyone who has that feat or wants to take it, if I let the player do it without the feat.
For example, a wyvern dropped an acrobatic character from the air, and she asked if she could use her acrobatics skill to land more easily. I allowed it, and though she failed the roll, I felt I was GMing "wrong" by allowing it as I know there's a feat for doing that.
Feats can also cause me to feel restricted on my rulings when a player tries something I kind of think they should be able to do, but I know there's a feat for, that they don't have, as I feel like I'm punishing anyone who has that feat or wants to take it, if I let the player do it without the feat.
For example, a wyvern dropped an acrobatic character from the air, and she asked if she could use her acrobatics skill to land more easily. I allowed it, and though she failed the roll, I felt I was GMing "wrong" by allowing it as I know there's a feat for doing that.
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