Player can't stop talking Game Mechanics

T-Bone JiuJitsu

First Post
Just wondering how many other DMs out there have players who just cannot stop talking game mechanics at the game table. IMO nothing breaks the mood of the game like a character in the middle of combat asking his comrade "how good is your Reflex save?" or "how many hit points are you down?"

So far, no attempts to correct this have been successful, and the player get frustrated when I try to tell him he cannot discuss "hit points" with any other player during the game.

"How damaged are you?", "How hurt does the bad guy look?", "How baddly wounded does our fighter look?" are other questions asked both during combat and after. How would you know how baddly someone is injured who is wearing Platemail armor and probably splattered with the blood of his foes anyways? Should the player be able to know exactly how many hit points need to be healed after the fight is over? Should they make a Heal skill check? Even then should they know exact Hp totals?

Another situation comes up from time to time. The mage casts a fireball into a crowded fight. The player points at the spot he is going to center it on. Suddenly everyone else is like "Wait! wait, why not right here, put it over there so you can catch this guy in the blast..." etc, etc. Now THAT I absolutely do not allow and try to stop right away. Another character will move during combat and show his path, provoking an AoO and everyone chimes in "No, go this way so you don't get an Attack of opportunity". Again, not allowed, but happens often.

How do you deal with these kinds of situations? Do you allow or disallow, and how do you enforce?
 

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I find that just answering the questions or havign the other players just tell him its none of his business if they don't want him to know works well and it gets it done and everyone can move on.
 

You know what I hate the most...it doesn't come up in the game I GM..but does in the game I play....Players telling others what spells to cast...ie a Paldadin telling a Wizard that this or that spell would be most effective here....I hate PC's using out of character knowledge....

I also hate the other extreme too....GM's who want people to be in character the whole time you are playing....We are here to have fun...pizza and beer.etc....So you bust each others stones about stuff, make jokes etc...but times of importance, play in character
 

D&D is part role-playing game, part war game.

Some people prefer the tactical wargaming part to the role-playing part, and see the game as a tactical challenge rather then a story-based challenge.

If that's what's fun for them, I suggest you let them have their fun. If it makes the game less fun for you, talk to the player and explain your position.

If you can't come to a happy middle-groud, then instead of playing D&D together, do something else together for fun.
 

T-Bone JiuJitsu said:
Just wondering how many other DMs out there have players who just cannot stop talking game mechanics at the game table. IMO nothing breaks the mood of the game like a character in the middle of combat asking his comrade "how good is your Reflex save?" or "how many hit points are you down?"

These words just occasionally come out. The only solution is 100% roleplaying, 100% of the time. Only the most dedicated roleplayers achieve that, and most groups (probably) don't have the stomach for that kind of intensity for an entire session.

Should the player be able to know exactly how many hit points need to be healed after the fight is over? Should they make a Heal skill check? Even then should they know exact Hp totals?

Whatever makes everyone happy. Easily justified by giving clerics a kind of injury 'Spidey Sense', if you want to go that way.

Another character will move during combat and show his path, provoking an AoO and everyone chimes in "No, go this way so you don't get an Attack of opportunity". Again, not allowed, but happens often.

This should generally be nipped in the bud because, for one thing, it encourages reliance on a 'group mind' play ethic. Players should learn to think for themselves, and the challenge of executing a group strategy while still playing individual tactics is one to be relished on the battle mat, IMO.

How do you deal with these kinds of situations? Do you allow or disallow, and how do you enforce?

It sounds like you're looking for a game style which your players aren't up for. DaveMage basically sums up the rest of my feelings on the matter.
 

If that's what's fun for them, I suggest you let them have their fun. If it makes the game less fun for you, talk to the player and explain your position.

Well I don't think he would be posting if it wasn't a problem. Also, why does the DM have to compromise here? Isn't his opinion on how the game should be played just as important, if not moreso, than this one player? "Let him have his fun" isn't valid if everyone else is annoyed.

You have to take this player aside and explain to him that this is not how your game is run. You could also ask the other players individually and out-of-game if they have a problem with it. Be firm. If the player really takes issue with it or won't stop, you could consider asking him to leave. That's a last resort of course but you seem like you've tried already. Sometimes if just comes down to different playing styles and no compromise can be made. It does happen.
 

wedgeski said:
Whatever makes everyone happy. Easily justified by giving clerics a kind of injury 'Spidey Sense', if you want to go that way.

Or the Cleric can cast status and know exactly what HPs everyone is at. It's what the spell is there for.
 

It's also worth noting that a wizard with an int score in the 20s and years of experience with casting spells in combat probably knows a thing or two about how to place his area-effect spells to be most effective, even if the wizard's player doesn't.
 

T-Bone JiuJitsu said:
"How damaged are you?", "How hurt does the bad guy look?", "How baddly wounded does our fighter look?" are other questions asked both during combat and after. How would you know how baddly someone is injured who is wearing Platemail armor and probably splattered with the blood of his foes anyways? Should the player be able to know exactly how many hit points need to be healed after the fight is over? Should they make a Heal skill check? Even then should they know exact Hp totals?

Quit trying. It doesnt break the mood, They are legitimate questions to ask so the player can make reasonable decisions for his character.

Another situation comes up from time to time. The mage casts a fireball into a crowded fight. The player points at the spot he is going to center it on. Suddenly everyone else is like "Wait! wait, why not right here, put it over there so you can catch this guy in the blast..." etc, etc. Now THAT I absolutely do not allow and try to stop right away.

Again, you are screwing up. Group think is the best way to simulate the unbelievable INT of your generic D&D wizard.

Another character will move during combat and show his path, provoking an AoO and everyone chimes in "No, go this way so you don't get an Attack of opportunity". Again, not allowed, but happens often.

How do you deal with these kinds of situations? Do you allow or disallow, and how do you enforce?

Eh, Still not a problem, these characters fight for a living and should know what theyre doing.
 

The problem is, this sort of thing is always going to happen. My main concern with table conversation like that is the time it can take.

The worst player I had for this sort of thing would be constantly sniping at the other players on their turns about their choices... but then on his own turn he had no idea what to, was playing a high level wizard, and the game would stop for several minutes while he made a decision (which all too often was less than well thought out!). His turn would often take nearly as long as the other five players combined.

NB: I eventually got sick of this and ceased DMing this group.
 
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