Is it "metagaming" to remind a player their power works on a miss?


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Did this guy skip the 4E DMG entirely?

The 4E DMG is the very best RPG book I've ever seen in emphasizing that the game is supposed to be cooperative and fun. Table rules and house rules should be something that should be mutually agreed on, and be there to make the game more fun for the group.

It also emphasizes that there are different styles of gaming, and that the DM should try to accomodate each type of player somewhat, rather than trying to force players into your particular style preference.

There are many different styles and approaches to playing D&D or any RPG. Maybe your game has some people who are forgetful, non-tactical, and disorganized. The DM isn't going to punish the player into remembering things, he's just going to come off like a jerk.

The DM should be the first to remind them when they are forgetting how their power works, and should welcome the help of players when remembering rules.

Now, there might be some tactical aspects that could be considered metagaming, however even many of those can be justified in some contexts.

A good DM should also recognize players that are tactically weak and should not overly pressure them in this way. Balance your encounters not only for the PCs but also for the players.

Again, make things fun for the players. Enforcing houserules and table rules so that the game follows the DM's vision, at the expense of the players, is being an arrogant jerk.
 

It is metagaming...
No, it's really not. In fact, as others have correctly pointed out, it's actually more "metagamey" to do what the DM is doing.

I have no problem with the DM saying: "You guys don't seem to be making any effort to learn the rules of the game, so I'm just going to let you keep screwing yourselves out of things until you decide it's worth your bother to engage your brains," but telling them "your character wouldn't know how the laws of physics operate in this fantasy world, so the laws of physics cease to operate as they do" is just stoopid.
 


I have no problem with the DM saying: "You guys don't seem to be making any effort to learn the rules of the game, so I'm just going to let you keep screwing yourselves out of things until you decide it's worth your bother to engage your brains,"...

I really don't even agree with going this far. Sure, it sounds reasonable for some hardcore gamers who take rules seriously like ourselves... ;-)

However, the thing to keep in mind is that not every person playing is playing seriously, or playing it for the same reasons. Some people like to play more casually, and the idea of studying up and knowing *every* rule is not something that would interest them. It might be someone who just enjoys the social aspects, or maybe enjoys the roleplay elements and just isn't as interested in the tactical aspects.

More times than not, it's best just to be more tolerant and help them along a little sometimes, for the sake of keeping things moving and fun, and sometimes for the sake of friendships.

Sometimes it's work enough just to get enough friends at the table to have a game. It's worth overlooking a few small flaws in order to have an enjoyable game.
 

As to the content of this post, I too, call shenanigans. That's just crazy man; I wish I could give you more potent advice.

Here is a question I have for everyone though, which is semi-OT. Let's say we're back to the initial question, a player forgets how one power works, or that they have some bonus on, and miss with an attack. A few rounds later they suddenly remember. Do you let them retroactively apply whatever they forgot? Or does the time in between change the nature of the question? How far back would you let them "reverse time" as it were, or do you have another solution besides either allowing or disregarding the remembered bonus/ability?

Curious, so thanks! :)
 


In my group, if you remember before the end of your turn we will usually retro. If it's relatively minor and still the same round (you meant to use a minor to heal the fighter or forgot to deal aura damage) we'll usually allow it. However, actions that have been completed are rarely negated even if they should have been. Anything else is on a case by case basis, but if it's too much of a pain to retro (it would cause a serious paradox) we aren't likely to allow it, and if it should have happened in a previous round it's too late.

This applies on both sides of the screen, whether advantageous or not. However, as I mentioned earlier, we always try to remind each other when someone forgets something, so this sort of thing only happens when everyone forgets.

Basically, we allow a retro action so long as we feel it doesn't create unnecessary complications.
 

As to the content of this post, I too, call shenanigans. That's just crazy man; I wish I could give you more potent advice.

Here is a question I have for everyone though, which is semi-OT. Let's say we're back to the initial question, a player forgets how one power works, or that they have some bonus on, and miss with an attack. A few rounds later they suddenly remember. Do you let them retroactively apply whatever they forgot? Or does the time in between change the nature of the question? How far back would you let them "reverse time" as it were, or do you have another solution besides either allowing or disregarding the remembered bonus/ability?

Curious, so thanks! :)
If it was this round, it's important, and it's not too cumbersome, I'll let it be retroactive.
 
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Here is a question I have for everyone though, which is semi-OT. Let's say we're back to the initial question, a player forgets how one power works, or that they have some bonus on, and miss with an attack. A few rounds later they suddenly remember. Do you let them retroactively apply whatever they forgot? Or does the time in between change the nature of the question? How far back would you let them "reverse time" as it were, or do you have another solution besides either allowing or disregarding the remembered bonus/ability?

It depends. If it's easy to adjudicate a little bit later, we retroactively apply the change. If it's during the previous fight or too difficult to track back, we move on but resolve to do better.
But this, importantly, isn't a case of the one player forgetting-too bad. This is for cases in which we all forget or at least nobody has the confidence to speak up with a reminder. There's no "gotcha" element like is implied in the OP.
 

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