Player, DM, or PC call? (longish)

ZSutherland

First Post
It's my groups off week (second in a row due to scheduling stuff), but that gives both my players and myself time to think about something that happened at the end of the last game.

I have 6 players ranging in levels from 7-9 due to death/rais & absenteeism. Before we started the campaign, my four core players sat down and we spent a night discussing what we all wanted from the game, and what characters they would play. In the end we decided we wanted high heroics, no kid gloves, FR in Waterdeep starting at 6th level. They spent the rest of the evening making characters.

The other two players, who used to play full time but left with an open invitation to return whenever they wished, showed up the week after when we were to start with the campaign. I told them to make characters and spent the time updating my plans to incorporate two more PCs.

These other two players are boyfriend/girlfriend. She almost always plays a ranger (after all this time she still doesn't really get the rules because he mollycoddles her too much at the table) and he's usually a powergamer extrodinaire. However, for some bizarre reason, he went with a high Int, high Cha rogue. Fine with me. I looked over his character sheet and thought it looked a bit weak, but all essential party niches were filled, so I wasn't much concerned. Up until last week, he plays the character mostly as a role-playing character, not doing much mechanically except making good use of diplomacy & gather information, and decent ranged attacking.

This brings us to last adventure. All six PCs start the adventure right where we left off (one of the core 4 is absent, but his PC was there last week, so I hand his sheet to someone else) and shortly thereafter are ambushed by some vampire spawn. Cleric turns most of them and the others beat the last into gaseous. They chase the gaseous form back to the City of the Dead in Waterdeep. Long story short, it goes into a dungeon in the cemetary. They're going, too, but they decide wait until tomorrow owing to a few negative levels they picked up in the last fight.

Now, I have an excuse to get rid of the absent player's character for the game so no one gets stuck running two. So, when they head back to the dungeon the next night, I say, "If no one has a problem with it, Milo's not coming, but if you want him along, work out between you who'll run him and let me know." Milo is the other rogue, and they all shake their heads and say, "Nah, we can manage." This unanimous refusal of the backup rogue includes the Int Cha rogue mentioned above.

They get in and get to business, and it isn't until they encounter the first trap that the rogue present finds that he admits he has Search and Open Lock but no ranks in Disable Device. The wizard has 1 rank in Disable Device and very good Intelligence score so he gives it a whirl, but it's a magical trap, so of course they fail at disarming it since he has no rogue levels. To top it off, he refuses to go through doors or scout ahead. He's always played the character as a bit cowardly, but not quite this badly though of course they've always had the other rogue in dungeons who revels in scouting & trailblazing, so perhaps it's not out of character. As a result of his cowardice, he causes the party cleric to drop through a 100' pit trap, hits everyone with chain lightning when he finally agrees (after being threatened) to open the door they'd failed to disable mentioned above, and then, refusing to scout causes the dwarven barbarian to be seperated from them during the second to last encounter (two chaos beasts) because the dwarf was doing the scouting. All in all, this ate up a bunch of the cleric's healing for things they could and should have avoided. Findally, during the fight with the chaos beasts, the ranger winds up botching a save vs. the chaos beasts and since she had only a 10 charisma, she wound up holding on until the last fight was over (the next room) and then having to flee to a nearby temple. She did not make it and became a chaos beast, losing her character.

The PCs where, needless to say, pissed at the rogue and his player. They kept it quiet since his girlfriend was upset at the death of his character, but in the next couple of days, several of the players called angry (though not with me) and wanted to know how I was going to handle it. I told them I wasn't going to do anything about it because I felt it was an entirely in character matter. I did, however, encourage them to decide how their characters would react to this.

The dwarf player (OOC our groups peacemaker) decided his character had always viewed the rogue as a useless pretty boy but wasn't bright enough to piece together the cause & effect chain that lead to the ranger's death. The cleric (NG of Yondalla and very big on family and trust IC) decided he'd unintentionally betrayed the family that the party represents with his cowardice and by not telling them he wouldn't be any use if they encountered traps, and so has decided to start charging him marketprice for heaing on the spot until he redeems himself. She also considered casting Hold Person on him and using Mark of Justice against him, so that if he refuses to scout or fight in the future he will suffer a -6 to Charisma. The wizard player is still mulling things over, but is considering turning him into a tropical fish and putting him in a bowl of water on display, which he thinks would make the rogue (a worshiper of Sune) a much better follower of his deity and would be his due, but he's considering warning him of this first and seeing if he screws up again. They've also decided to sell the pieces of the rangers eq I let them recover (they chased closely behind but she was flying) and not give him any of the split. The ranger's player is not really all that bright IRL and so hasn't figured out what wrong (she may actually be a bit peeved at me)

So, my question is, did I do the right thing telling the players to handle the squabble amongst themselves (I do admit I deducted a bit of the rogues exp because he did nothing valuable since all the monsters except the chaos beasts were undead and the chaos beasts are immune to criticals so no SA so he effectively contributed nothing at all) and are their actions in character and appropriate? The Dwarf is CG of Clandenggin (sp?) the dwarf barbarian god that revels in the blood of his enemies, already mentioned the cleric, the wizard is NG Sun Elf of the Archery & Vengance elven god from Faiths & Pantheons.

Any suggestions would be welcome. Thanks.

Z
 

log in or register to remove this ad

ZSutherland said:
They get in and get to business, and it isn't until they encounter the first trap that the rogue present finds that he admits he has Search and Open Lock but no ranks in Disable Device.

He admitted he was lacking at the FIRST trap. Not the second or third or fifth, the first. If the party insisted on going further at that point, that's their problem. All that stuff that happened later isn't the rogue's "fault," in my opinion.

I say let them handle it in-game.
 

Varies with the group.

One party I was in had a rogue who specialized in finding and disabeling traps but after he missed a few times he would do it anymore.

He was an elf rogue.

I was a dwarf barbarian. I told him in game play that if he refused to do his job when we were getting ready to adventure that it would be okay as we could always get another rogue, which he didn't like, but when he refused to start checking for traps and inviting us to open the doors and we got hit by a few traps, I told him I'd cut him in half if he didn't start opening all the doors himself since it seemed that he wasn't too adept at finding traps when we walked through them.

He set us up again and another member of the party wound up killing him.

It's fine for the rogue not to have disable device, he doesn't need it, but if he's going to play part of adventuring rogue, he needs to suck up those skill points and start doing the trap stuff or be preapred to be killed for it by the party, one way or the other.
 

ZSutherland said:
...they all shake their heads and say, "Nah, we can manage." This unanimous refusal of the backup rogue includes the Int Cha rogue mentioned above.

...As a result of his cowardice, he causes the party cleric to drop through a 100' pit trap,...

I think you did fine but since the decision to go it without their main Rogue was the Player's decision, not really the character's decision you might want to ask them, "What's wrong with the Cleric picking up the slack?"

Find Traps
Divination
Level: Clr 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: The character
Duration: 1 minute/level
The character can use the Search skill to detect traps just as a rogue can, but gains no special bonus on the Search checks.
 

Mark and Tom,

Their gripe isn't that they chose to go on, but that when asked if it was okay if they went w/o the other rogue he said it would be fine. They know I use traps, and he knew he didn't have Disable Device. They think he should have admitted as much. As for the scouting, they know that most traps that aren't on doors, pit traps for example, are reflex saves to avoid, and the rogue has the best reflex save. Hence, in their opinion, it's his job to lead when in a dungeon. His refusal caused the cleric to have to drop a bunch of spells to heal people (including a Restoration) that they don't think would have been necessary if he'd been doing his job or had admitted he couldn't so they could have brought the other rogue. They don't know that Restoration wouldn't have saved the ranger, and I didn't tell them, though a Knowledge Planes or Arcana check in the library would turn it up.

Z
 

Just because he was playing a rogue does not mean he is a trap specialist or a scout. Most rogues may be good a that but obviously not him. It sounds like he never claimed to be, but the rest of the party assumed he was because of his class. Shame on them for assumptions.

Did he get hired to scout or disable traps? If not, then why not give the job to the local fighter or cleric as they would be just as suited to the role as he is. It sounds like he got caught and is being penalized for being what he wanted to play instead of what the others envisioned him playing.

You are right that it should be roleplayed out between the characters. He decisions were made in game and the result should have in game ramifications. Penalizing him out of game for staying true to his character does not seem right. Running into problems in game because the group is lacking in certain skills is fine and the group should learn to adjust their tactics to meet the challenge.
 

After the first trap they should have turned around, equal blame, equal risk, in fact I don't see a point in docking xp for the charisma Rogue. He took the risks of going even when facing creatures that all his special skills could not affect. XP is about challenge, not suitability. When something is easier for a character you should modify xp down when it's tougher, you should consider modifying xp up.
 

It's weird, man... I thought I was reading a post of mine. I, too, have a big group with a Milo in it, and a boyfriend/girlfriend couple in which the girl plays rangers. :)

As for the matter at hand, I say the group learned early on that they had no trap-handling capabilities. It's not the rogue's fault. I think they reacted badly (as characters, and as players).

TS
 

Sounds like you've already made up your mind and chosen a side. If you plan to stay out of it, I'd hold off on more discussion until after they've made their decision what to do on their own.

Regardless, I don't think that there's just one way to handle traps. Without exact specifics of how the Cleric died, there's no way I could agree or disagree on how culpable the Rogue may have been. If the Rogue refused to be on point, and the Cleric went on point without casting a Find Traps, I'd have to say it might be the Rogue's fault the Cleric was on point, but it was the Cleric's own fault that he blundered into a trap and died.

From what you've posted, I'll make a few assumptions and give some advice, but don't hold me to it if my assumptions are incorrect, please. They knew this Rogue wasn't a trap specialist. I'm sure the player didn't wish for the other players to lose their characters. (If I hire a carpenter to be an electrician, and do not check if he is qualified, I have no one to blame but myself when the house burns down.) They hired the wrong guy for the job and even when they realized he was the wrong man they didn't do enough to compensate, it seems to me.

Tough break for them but characters live and die by bad decisions all of the time and their looking to lay the blame on the Rogue is certainly up to them...but I wouldn't fall into the trap of siding with them on it.
 

I believe you did the right thing. Let the PC's deal with a deliquent character. It is unfortunate that the rogue was not willing to lead, but it can be understandable. It would be at that point in our group that the ranger would have stepped up and lead using their spot and Listen. I agree with most of your character's reactions and they have a right to with hold payment, or magic items from the rogue, especially if they are not a group of friends (the PC's, not the players).
 

Remove ads

Top