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Need some DM help.

Thanks for finding that spell, Mad Hamish! From the description, even if you allow the spell (which I think I'd allow, honestly, if the player got prior approval for it), it nowhere states that it can rip armor off. It's attached at several points very firmly; instead, it ought to pull the enemy toward the wizard at a super speed.

Yes, this is pretty obvious. You can't pull the armour off unless you can both anchor the victim in place AND tug at his armour at the same time.
 

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Hmmm. I see your points. I will make him re roll . Sadly this will probably suck for me because he was going to be the DM of the next campaign I was going to play in :p. We rotate out monthly between 3 of us. 1 person runs theirs for a month then switch and we continue like that. Unless by player vote they want to keep a campaign going becuase they enjoy it more or just want to finish. That way me and the other 2 dms get a chance to play AND DM without having to always be the one behind the screen.
 

Next time he casts the illegal magnetic spell, give him a 50% chance of being body checked by the target of the spell for 2d6 damage to both characters or something else arbitrary (in addition to severely damaging his casting hand for 1d4 days). If he does get body checked, there could be an additional 20% chance that the enemy makes a normal attack roll against the dwarf caster like a reverse AoO, with any hit automatically being critical due to the added speed.

That behavior isn't in the rules, but neither is the spell. You're also the GM so you are the law. This guy is clearly messing with you, so I would mess with him and make it as entertaining as possible. If he doesn't like it, he can take his broken character and leave.

EDIT: Also, to be explicit, the spell should never rip armor off. Armor strapped onto your body would just cause you to move with it. The best case scenario for the caster should be that the enemy is now standing directly in front of him. You could still let him use it to potentially disarm opponents, though, because that doesn't seem too unbalanced.
 
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Hmmm. I see your points. I will make him re roll . Sadly this will probably suck for me because he was going to be the DM of the next campaign I was going to play in :p. We rotate out monthly between 3 of us.

So, you're suggesting that you ought to let that player cheat, because if you don't, when he is DM, he's going to screw your character - all this sounds like reasons not to allow that person in your games.

3 of our players, including me, rotate the GM's hat every couple of months, as well. Sometimes GMs screw up, sometimes PCs get screwed by the GMs actions/decisions. I've never seen the other GMs screw with a PC, because of some unhappy decision made when that player was a GM.

In our games, I never worry about that kind of thing. It just doesn't happen. However, if you think it might for you, as I said, get rid of that player, he only looks like trouble to me.
 

Well luckily we talked and he actually suggested that I let his character walk. As in he wants him to go home to his people for a great migration ot catastrophe that is happening. He said if I want I can let him back in later in the game when I think arcane casters are more reasonable. All this of his own suggestion. And he mentioned that he only made this char at the urges of 2 of my other players whom made it sound as if I was raping them without an arcane. So he is now think up a pure elf non caster char since there are no elves in the party. Was a really reasonable conversation actually. As soon as I got there he mentioned the wu jen spells he had and said he wouldnt feel bad if I took them off. Especially considering the magnetic one was a metal element spell. So all in all problem solved. I guess he realized how much it threw me off and how important it was to leave arcane out of this campaign till much later. Huzzah for reason!
 

This is one of the Hooligan brothers and this is what we have fought so far in our low magic world. In this campaign we have so far fought

Level 4(Before Wizard)
All in one Dungeon
Bone Cobbler X12(one encounter)
next
Lurker Above X1
next
Skin Stitcherx4(one Encounter)
next
Bonesucker
End of Dungeon

After this we designed the wizard, this is the dungeon that he had build for us without knowing that my brother would be playing.
Which does have a couple weaknesses which he plays
1. Afraid of deep water
2. Takes extra damage form cold spells and automatically fails fortitude saves to resist cold effects

Level 5 Dungeon

First Encounter
3 Dark Slayers
6 Dark Creepers
2 Dark Stalkers

Next Encounter
Level 5 Druger Warlordx1
Druger Fighters x9 all with the following feats
Shield Wall
Coordinated Defense
While standing in a Antimagic Field

Next Encounter
Half Dragon Lizardfolk with a totem that restores full health and like 30 armor if My Brother had not taken off the breastplate we would not have even been able to hit him

Next Dungeon

Witchfire
Adult Black Dragon

The only reason we could beat these two was that he deigned to have them land for us. Only a couple of us have magic weapons so most of us couldn't even touch the witchfire

We added a caster because he constantly adds high magic creatures he said earlier that it makes it difficult to make it challenging but the only time he thinks its challenging is if he almost kills us. We only survive cause When he sees that he is going to kill us he starts taking abilities away from the creatures mid combat.
 

Dude. I never said hooligan brothers. Chill. And I just explained that all is well.Also. Added witchfire to test out the caster. Like I said rarely fight 1. Also you know ben and brandon were hitting him even before he got his aromor ripped off. So did stacy. So lets not turn this into an argument in the forums shall we.Lets not forget how you beat the shield wall NO magic. AND you could have smashed the ruins. You just waited alot of rounds before trying it.But like I said everyone the advice you gave was very helpful to a dm who is still working things out. So I believe this thread is done. Thanks again for all your help everyone! :)
 
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Sounds like the best of all possible worlds! I'd still suggest, as a takeaway lesson, that you examine every character sheet before it enters play. Heck, I introduced my brother to D&D some 30 years ago, and I've stood up to Hypersmurf in some meta-rules debates ;), and my brother STILL checks my sheet every time I level up, for several reasons:

1) He's not worried about me cheating, that's not one of the reasons.
2) He wants to make sure I did all the calculations correctly. Once in awhile he'll find that I forgot to add a bonus, once in awhile he'll find that I gave myself an extra point somewhere (my touch AC might include my shield, for example), and once in awhile he won't understand why a score is a particular way, and I'll explain it to him.
3) He wants to make sure he understands all the tricks I have. If he's confused about what "Color Spray" does, he doesn't want to have to look it up mid-battle, he wants to be ready for it. Generally he relies on me to know my stuff, but maybe he's planning on springing a giant spider on us, and he wants to know in advance whether Color Spray would work against it (it wouldn't, of course).

It's definitely worth checking sheets before they enter play.
 

Sounds like the best of all possible worlds! I'd still suggest, as a takeaway lesson, that you examine every character sheet before it enters play. Heck, I introduced my brother to D&D some 30 years ago, and I've stood up to Hypersmurf in some meta-rules debates ;), and my brother STILL checks my sheet every time I level up, for several reasons:

1) He's not worried about me cheating, that's not one of the reasons.
2) He wants to make sure I did all the calculations correctly. Once in awhile he'll find that I forgot to add a bonus, once in awhile he'll find that I gave myself an extra point somewhere (my touch AC might include my shield, for example), and once in awhile he won't understand why a score is a particular way, and I'll explain it to him.
3) He wants to make sure he understands all the tricks I have. If he's confused about what "Color Spray" does, he doesn't want to have to look it up mid-battle, he wants to be ready for it. Generally he relies on me to know my stuff, but maybe he's planning on springing a giant spider on us, and he wants to know in advance whether Color Spray would work against it (it wouldn't, of course).

It's definitely worth checking sheets before they enter play.

I completely agree. I run my whole group's character sheets through Hero Lab. That leaves no questions about character legality. I like it when computers do the work for me and all my players like it too.
 

Into the Woods

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