"I dive into the Bush of Burning Rashes"

MerakSpielman said:
So would having an Ancient Red Dragon breath fire on you after attacking you with a bite/claw/claw/wing/wing/tail combo.
...which isn't light damage by any stretch of the word. ;)
 

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HellHound said:
Depends on the style of game.

In my gritty modern games, or my urban Arcanis campaign, I call for Will saves to be that brave. Which is odd when I think of it, as that means that Wizards are going to be more likely to jump into a withering hail of auto-fire than a Fighter.

Hmmmm....

Found the same thing... In our games we house ruled the save for fear/bravery effects to be the higher of Fort or Will. Found it fit with our mental image of the classes better. Thieves still run!
 

It depends on the player, I once had a player that did not like his character, the problem, he did not let me know nor did he think about fixes, he just lost interest in playing and then started doing death-wish stunts. I really do not try and kill players (it happens). Well, I had this slice and dice trap that was blocking a passage, the players were trying to work out how to get by it when the play went running and jump through the thing, I was pissed, so I made some rolls, I did not look at them, then told the player he made it with but was hurt...that sitting on the floor in the middle of the trap was his penis!

Now my players are a little better.
 

I use the "Rule of Three".

"Seems dangerous. Are you sure?"

"On reflection that seems unwise and potentially harmful with no upside. Are you positively sure?"

"I hope you have you been planning what type of character you'd like to play next. Are you absolutely positive?"

I rarely get to three. :D
 

Zappo said:
Light damage from chewing and swallowing glass shards? I might be wrong, but I strongly suspect that swallowing glass shards would be lethal.


Have you seen those guys in Egypt who eat glass? Besides, this is supposed to be HEROIC glass eating :p
 

Ah, well, in this case... :p

More to the topic, I usually try to make sure that the player enjoys the same perspective as the character. Sometimes weird action declarations come from simply not having understood the situation very well.
 


If its a question of metagaming I usually don't allow it or call for a roll. For example: Fighter A just bought a brand new masterwork longsword. He encounters a Rust Monster and wants to simply run away to avoid losing his equipment. He can try to run past it (provoking) or jump down a small cliff, landing in a Bush of Burning Rashes and taking some damage. Metagame-wise the player knows that going over the cliff he will keep his sword, suffer some falling damage (definitely not lethal) and maybe pick up some ability penalties from the effects of the bushes. If he runs past the Rust Monster he might lose his sword, armor or some other expensive piece of equipment (but he probably won't take any actual damage). To my mind, if the player decides to jump off the cliff, he's probably metagaming. The decision isn't based on what his character would be thinking (i.e. "Ow that's really really going to hurt") it's based on what he as a player is thinking (i.e. "Equipment is expensive but healing damage is free."). I try to encourage my players to avoid that kind of thinking. At the very least I'd call for a Wisdom or Charisma check for the character to force himself to go over the cliff.
 

Ourph said:
If its a question of metagaming I usually don't allow it or call for a roll. For example: Fighter A just bought a brand new masterwork longsword. He encounters a Rust Monster and wants to simply run away to avoid losing his equipment. He can try to run past it (provoking) or jump down a small cliff, landing in a Bush of Burning Rashes and taking some damage. Metagame-wise the player knows that going over the cliff he will keep his sword, suffer some falling damage (definitely not lethal) and maybe pick up some ability penalties from the effects of the bushes. If he runs past the Rust Monster he might lose his sword, armor or some other expensive piece of equipment (but he probably won't take any actual damage). To my mind, if the player decides to jump off the cliff, he's probably metagaming. The decision isn't based on what his character would be thinking (i.e. "Ow that's really really going to hurt") it's based on what he as a player is thinking (i.e. "Equipment is expensive but healing damage is free."). I try to encourage my players to avoid that kind of thinking. At the very least I'd call for a Wisdom or Charisma check for the character to force himself to go over the cliff.

This is so much what I mean, but stated well. :)
 


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