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How to punish a metagamer?
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<blockquote data-quote="Dingo333" data-source="post: 5637649" data-attributes="member: 6672910"><p>My issues with this:</p><p></p><p>Charm Person: as has been said, realizing you were charmed would ruin charm, so a failed saving throw would mean you are charmed and do not realize it. Now, if someone later said "that guy controlled you" that is another story</p><p></p><p>Loot: they were pipes, and the fighter would have no may of knowing unless a caster told him they were magical. Do you, the fighter, or anyone else in the group have a desire/ability to play the pipes? those who say no, do not get the pipes, those who say yes have a chance at them. It then falls to background and character personality</p><p></p><p>The Well: You knew it was magical, the rouge fell in trying to reach something (yes you could tell if the magic was the well or an item in said well) so you would have an idea the well is trapped magically, though not sure how. You knew the school was illusion, the rouge looked in, not hard to guess the illusion is sight based. The fighter has no idea the well is magic unless told. Has no idea the save type needed (fort for hallucinatory spores, ref for a specially constructed floor or will for an illusion). I would have had him make a perception check to see if he jumped(illusion or hallucination) in or fell(special floor) in or was pulled(some other magic force) in.</p><p></p><p>Controlling: Yes, it would be evil to control someone via an enchantment. Though not on the same level of evil as murder (do not confuse murder with capital punishment, CP is retributive after being tried and found guilty of a crime worthy of losing your life. if controling someone was worthy of CP, drug lords, gang leaders and extortionist would face it and not half a decade of jail time).</p><p></p><p>As for kicking him out, don't think of it like that, more of dissolving the group and reforming it without him being told about the new group.</p></blockquote><p></p>
[QUOTE="Dingo333, post: 5637649, member: 6672910"] My issues with this: Charm Person: as has been said, realizing you were charmed would ruin charm, so a failed saving throw would mean you are charmed and do not realize it. Now, if someone later said "that guy controlled you" that is another story Loot: they were pipes, and the fighter would have no may of knowing unless a caster told him they were magical. Do you, the fighter, or anyone else in the group have a desire/ability to play the pipes? those who say no, do not get the pipes, those who say yes have a chance at them. It then falls to background and character personality The Well: You knew it was magical, the rouge fell in trying to reach something (yes you could tell if the magic was the well or an item in said well) so you would have an idea the well is trapped magically, though not sure how. You knew the school was illusion, the rouge looked in, not hard to guess the illusion is sight based. The fighter has no idea the well is magic unless told. Has no idea the save type needed (fort for hallucinatory spores, ref for a specially constructed floor or will for an illusion). I would have had him make a perception check to see if he jumped(illusion or hallucination) in or fell(special floor) in or was pulled(some other magic force) in. Controlling: Yes, it would be evil to control someone via an enchantment. Though not on the same level of evil as murder (do not confuse murder with capital punishment, CP is retributive after being tried and found guilty of a crime worthy of losing your life. if controling someone was worthy of CP, drug lords, gang leaders and extortionist would face it and not half a decade of jail time). As for kicking him out, don't think of it like that, more of dissolving the group and reforming it without him being told about the new group. [/QUOTE]
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