Help please. Complaints by players!

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I can see this as a situation where the player lacked faith in the DM and felt that he was being screwed by the DM and wanted to make sure the DM was doing it right.

I think each player has a right to know if the DM is being fair, but after he makes his one minute point for his argument the DM should make a further ruling and then go from there. IF the argument persists from the player, then the DM can explain the entire situation, thereby destroying the encounter by telling the player that the bridge is trapped and they are in a druid's area, or not but then the player will still feel he is being screwed. And if the DM tells everything to the player, then the player will play accordingly even though the character would have no clue, thereby destroying the encounter.

I used to be a player once like that, and I ended up destroying an encounter the DM had planned justly and accordingly. I did the same thing this player had done, and not only did the encounter go south but so did the campaign. I did accept the fault being mine after the fact, and I did learn from that experience.

The thing I learned is that the DM does not have to explain himself to the players why he set the DC he set. If he's a fair DM and the DC is 15 points over due to not reading the skill properly, then the DM should be able to admit his mistake and go from there. If the DM has his reasons as to why the DC should be 20 and not 5, he does not have to explain his reasons until after the adventure, and the players should understand that playing characters in a world of magic does alter situations that would otherwise be normal and easy.

I have also been through this as a DM with a player. I had a NPC that was sometimes moving 40 feet a round instead of 30 feet. By his actions the players knew he was not a monk or a barbarian, and he did not cast spells. So they questioned me on this for a half hour, saying I was not playing by the rules and I was cheating them. They couldn't detect anything magical on him so he had no magic items. The players (there were 3) could not get beyond this fact no matter how much I told them that things are not always as they seem. Finally I told them that he was a psionic using the burst power, which increases their speed by 10 feet for the round. They were like, ohhhhhhh, that makes sense, and then played their characters as if they knew he was a psionic when the characters would have no clue. Totally ruined the game for me, and for them because the surprise was lost.

Players need to come to grips and realize that they should not pop open that book unless something truly does not seem right, like a knotted rope hanging against a cliff wall being DC 20 and not 5. That I can understand, but if the DM still goes with the DC 20, then so be it and move on. Players should take things as they come, put themselves into the story and not the numbers, and realize that they are playing make believe characters that do encounter things that we in real life do not, and things are not always as they seem. Put the numbers aside, don't look in the book, and don't argue with the DM for longer than a minute (house rule in my games).
 

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Personally I think it should have been DC 20 (10 for wide surface +5 for slippery +5 for sloped - rope bridges will not be straight across, they will arc down to the midpoint and then back up again). You could then modify either the roll or the result because they have a rope to hold. There are a couple of pedestrian suspension bridges near where I live, and if you try to cross them after a rain you will be glad for the metal treads when making your way down and then back up the other side).

I can't believe a player would argue about a 5 DC shift anyways. That's pretty petty.
 

This discussion reminds me of one of the quotes in somebody's sig;

"Good, bad, I'm the one with the gun," or something like that.

Good, bad, you're the one with the screen. Stand by your decisions, no matter how much your players whine.

After all, IYC, you're God. Do you stop everything and argue with God IRL? One would hope not, heh;)

Tell those players it's your world and your decision what to set the DC at.

Oh, btw, don't tell them what the DC is in the future; then they can't complain.
 

"You can always tell a player from a DM" Yeah, no kidding... Just look for the guy trying to part the Red Sea... :rolleyes:

I think you were within your rights to give the bridge whatever DC you wanted, but I don't necessarily think that 20 is a reasonable DC for a very wide bridge with ropes you can hold on to... When walking across a fairly normal bridge (slimy or not) is probably more difficult than staying upright on a (nearly)frictionless surface created by a Grease spell, my suspension of disbelief tends to waver a bit...

That's one thing, the other is that the player has the right to be at least somewhat annoyed with having his 9th level character challenged by a freakin' slimy rope bridge. Just an everyday situation with the DC jacked up high enough to make it a challenge - uninteresting, and possibly embarassing. (especially when it seems like no one else even had to try hard to get across)

If you're throwing something at a 9th level character, then don't make it something you could use against a 1st level one, just with a higher DC - if you are tailoring things like that to your characters, make it something worth their while...
 
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As a player who is mentally a DM, I have a personal rule about how I deal with it when I think the DM is doing something questionable. I will look up the rule if it's in the PH ( or any other player material), but not if it's in DM material. If I'm convinced that it is being mishandled, I will make a single mention of the what it says in the book. Most DMs will acknowledge if they are making a rules error on something like combat movement, AoO, or a spell result. If the DM chooses to maintain his course, I shut up. I hate play being bogged down more than I hate a problem with a single rule. If the DM refuses to acknowledge errors, doesn't keep a list of house rules so we as players can know what he's changed, and seems to be making lots of what I would consider questionable rulings, the it's time to find another DM.

A DM who refuses to acknowledge a less than perfect understanding of the rules is not going to improve. I can accept that we all need to learn, and when I DM I prefer players look up something before they try it so there are no questions. If I am not familiar with what they're doing, it helps to have someone with their thumb in the book. I do expect that any changes I make to how the PCs think it reads can either be dismissed by explaining my interpretation, or telling them that there are other factors they do not know about. If a player argues past that point, there should be consequences. They are ruining play for everyone for the sake of a small item game-wise.
 

mmu1 said:
[BIf you're throwing something at a 9th level character, then don't make it something you could use against a 1st level one, just with a higher DC - if you are tailoring things like that to your characters, make it something worth their while... [/B]

That's sort of what I was trying to get at in part of my post, you said it a lot better than I could.
 

WizarDru said:
Call me crazy, if you will, but I thought the point here was to have fun.

You're crazy. :D

If you want fun, that's down the hall. Door with the clown stickers.

This here is condemnation, judgment based on spurious generalizations, and making the other people wrong because they disagree with me.

Me, I tell you. Me! Why won't anyone pick Me!

Err.... Hmm.... Repressed childhood memories resurfacing. Experiencing psychological breakthrough with deep-seated issue.

:D
 

I would actually tell the player that he shouldn't think of the bridge as being a plain bridge, but as a trapped bridge. And if thay overcame the bridge they would get xp based on the challenge.

Simple.
 
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mmu1 said:
That's one thing, the other is that the player has the right to be at least somewhat annoyed with having his 9th level character challenged by a freakin' slimy rope bridge. Just an everyday situation with the DC jacked up high enough to make it a challenge - uninteresting, and possibly embarassing. (especially when it seems like no one else even had to try hard to get across)

If you're throwing something at a 9th level character, then don't make it something you could use against a 1st level one, just with a higher DC - if you are tailoring things like that to your characters, make it something worth their while...

20 is not an unreasonable DC for a balance check at any level; I'd probably throw it at 1st - 3rd level characters and make things tougher after that anyhow ... for a 9th level rogue with a 20 Dex, it's practically a giveaway!

-The Gneech :cool:
 
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In 5 levels?

Heya:

I think Gallo is in the right on this one but I'd like to ask (as Tsyr might): "In 5 levels, if the PCs encounter a similar bridge, will the DC still be 20, or will it now be 25?"

Other than that, yeah, no opening rulesbooks at the table unless the DM asks the player to do so. ;)

Take care,
Dreeble
 

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