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How do I deal with a cheating player?
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<blockquote data-quote="SWBaxter" data-source="post: 2848278" data-attributes="member: 27926"><p>No doubt echoing other advice here, but these are some simple things that work for me:</p><p></p><p>- ask for copies of character sheets. My general policy is that the player gives me a copy of their sheet every time they level up. That way I have a pretty good idea of what they can do and what their bonuses are, and if there's a mistake I can alert the player without calling him on the carpet in the middle of a session. </p><p></p><p>- establish a die-rolling policy that everybody follows, both to deter "creative" players and to ensure there's no heated arguments about whether a particular roll counts. Generally, I require that all rolls be made on the battlemat (often in a shoebox lid to prevent them from rolling off the table) and all dice have the numbers inked or coloured in so they're pretty easy to see across the table. If everybody rolls this way, then nobody feels singled out. Won't stop a dedicated cheater, but it removes the temptation many casual cheaters seem to feel.</p><p></p><p>- ensure that players know that failing a roll is unlikely to destroy their fun. 99% of the time, when I've had a player who misreports die rolls, it's because they had a previous DM who seemed to enjoy screwing over any character who rolled low - ranging from describing the character's actions as laughably incompetent to having all the bad guys attack the PC because he looks like the easiest to take out. If players know that their character won't be screwed over either in game terms or narratively when they blow a single roll, they're less likely to feel the need to make every roll count.</p></blockquote><p></p>
[QUOTE="SWBaxter, post: 2848278, member: 27926"] No doubt echoing other advice here, but these are some simple things that work for me: - ask for copies of character sheets. My general policy is that the player gives me a copy of their sheet every time they level up. That way I have a pretty good idea of what they can do and what their bonuses are, and if there's a mistake I can alert the player without calling him on the carpet in the middle of a session. - establish a die-rolling policy that everybody follows, both to deter "creative" players and to ensure there's no heated arguments about whether a particular roll counts. Generally, I require that all rolls be made on the battlemat (often in a shoebox lid to prevent them from rolling off the table) and all dice have the numbers inked or coloured in so they're pretty easy to see across the table. If everybody rolls this way, then nobody feels singled out. Won't stop a dedicated cheater, but it removes the temptation many casual cheaters seem to feel. - ensure that players know that failing a roll is unlikely to destroy their fun. 99% of the time, when I've had a player who misreports die rolls, it's because they had a previous DM who seemed to enjoy screwing over any character who rolled low - ranging from describing the character's actions as laughably incompetent to having all the bad guys attack the PC because he looks like the easiest to take out. If players know that their character won't be screwed over either in game terms or narratively when they blow a single roll, they're less likely to feel the need to make every roll count. [/QUOTE]
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