Players challenging rulings

Psion said:
I'm pretty much in the "all mistakes are final" camp. If the results of the mistake have been acted upon (usually meaning, if anyone else has taken an action since a mistake), then I usually let it stand. It was a fluke; get over it. It's more important to keep the game moving than to reverse time.
How is reversing time a few moments and restarting not keeping the game moving? Why do you need to keep the game moving? Is there a deadline? Does the story need to meet someone at a certain point and you are worried you won't make it there? I don't understand this idea that the world is static once the dice have dropped and DM has described the result. It's a game. If a mistake has reduced my 13th level character to cinders (whom I've invested months of gaming time into) and I'm picking up d6s to make a new one, you can be damn sure I'd prefer that the game not keep moving and we back up a few moments so the mistake can be reversed. It was a fluke shouldn't happen to the characters: they are the heroes.
 

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Elder-Basilisk said:
Hmmm. High level evil spellcaster getting her rear handed to her in a fight when a PC chucks a very valuable and powerful (although not for her) magic item at her golem.

She can stay and die or cut her losses and spite the enemy at the same time.

I would have had her grab the item and then teleport without error to Sigil, erect a Mordenkeinen's Magnificent Mansion, rest up, heal, and find a nice Demon Prince to sell the rod to. That gives her money, deprives her foe of a precious item, keeps her alive, and sets the PC against a demon prince if he wants the rod back :). Of course she'd have to watch her back for the rest of her life considering how vengeful fantasy heroes tend to be about that kind of thing. Then again, as a Big Bad Evil Girl she's probably used to watching her back in case her Trusted Lieutenant turns out not to be so trustworthy. What's a few more enemies on her list of people who want to kill her?


ROFL!!! That would have been mean, but it would have spurred a whole 'nother adventure. I'll have to remember that... :D

DocMoriartty said:
Are we on the same channel here? This was not a weapon in the hands of a fighter that was doing immense damage every round. It was a thrown spear. It was no longer in the players hand and thus was no longer a threat at all. Now if the player has already demonstrated to that particular foe (or the fact was well know) that the spear returns to his hand automatically then I can understand ordering your golem to destroy it.

If the weapon does not return or the foe in question has no reason to know it does then ordering its destruction is just what I said.

Spiteful and dumb.



What Tiefling said. A Rod of Lordly Might becomes a flaming sword, a mace, and a battleaxe +4 (among other things). He was wading through the enemies like a hot knife through butter, and to show off, he chucked it in spear mode at her golem. She's pissed. Maybe that pesky hero who was cocky enough to throw his weapon of mass destruction won't be so tough after he loses it... As it was, he was disappointed that the party wizard finished her with a couple well-placed lightning bolts... because he didn't get to show her how upset he really was.


Chris (is NOT spiteful and dumb....)
 

All this talk about retconning or not retconning boils down to one thing: know thy group.

Your groups allows you to be in charge. If they don't like your game for whatever reason, they're not going to play. You, as DM, need to make the general rules clear at the beginning and stick to that.

Among the people I DM for, I would not be allowed to ignore mistakes on my part. We are all friends, we've played together for years, and if I goof they're going to let me know, and they're going to expect me to fix it on the spot. "Oops, sorry, let's move on, better luck next time." will NOT fly with my friends if they perceive that the results would have been significantly different. If I tried to pull that I wouldn't hear the end of it. I did it a couple of times in my last campaign and they STILL bring it up from time to time.

When I make a mistake detrimental to the PCs, I am expected to "retcon" it on the spot before moving on. When I make a mistake beneficial to the PCs, there's a 50/50 chance that they'll either point out my mistake or say nothing until after the session. A bit shady perhaps, but that's my group. And that's fine. It's my job to know the rules, not theirs.
 

I do find it a bit hypocritical that the same players who declare loudly that they weren't in that area and who wouldn't have been standing next to blah and shouldn't have been in the area of effect and such, and how dare the DM screw up the rules, are the same players who will take me through the following exchange:

Me: Timus, the golem attacks you. It hits AC 25.

Timus: Hit.

Me: Okay, it does 17 points damage as its fists slam you backward. Gryff, your turn.

Gryff: I attack the golem. Does a 32 hit?

Me: Yes.

Gryff: Great, I do 17 points damage with my +2 battle axe.

Timus: Wait, actually, that didn't hit.

Me: What didn't hit? Gryff's attack?

Timus: No, I forgot that I had Cat's Grace on -- my AC is actually 23.

Me: It hit AC 25.

Timus: Oh.

Me: Gryff, +2 axe, you said? The blow seems to glance off, though you're SURE it should have hurt the creature.

Gryff: Dang. CLERIC! I need enhancement bonuses!

Timus: Wait, actually, it has a 20% miss chance. I forgot I had Blur on as well.

Me: [rolls] It still hit you.

Timus: Oh.

Me: Sendant, your turn.

Sendant: Gryff, what are these "enhancement bonuses" of which you speak? This sounds like a good time for a Blade Barrier.

Gryff: NOT what I meant.

Timus: Also, I had Mirror Image up, so it had to roll to see which one of me it hit.

Me: Really. You know what, actually, it deliberately aims for the only one of the potential you's that is blurred -- the REAL you. And in fact, the mirror images act as a triangulation point that enables it to bypass the blurring. The golem actually gets a +2 pissing-me-off bonus to hit you as a result.

Timus: Was this a bad time to mention that I forgot about my Shield spell?

-Tacky
 

This is in reply to Henry.

I as a dm would not make any such ruling, indeed I would consider that lazy and bad dming. It would have been far better to make some orcs clerics and wizards (or adepts) to better deal with the invisible pcs.

A ring of invisibility should not be in the hands of a low level party as these things should gravitate to higher level.

If it was decided to have a low magic world, magic use should have been dealt with earlier across the board. Making all standard action spells full round actions prior, would have created the basis for all magic activations to be increased.

In short I would not have made this change.

If I did, after the riots I would allow the player to make changes.

The term 'retcon' is rather new to me and I'd like to clarify what I would and would not allow. Basically what happened is what happened, players can correct me if I misinterpreted or simply didn't hear what they did. However it has to be done around the time of the issue, e.g.

"No, I was climbing the tree not the treant."

If however the player later learnt that the tree was in fact a moody treant that they did not spot, they could not go back to "climb another tree". (Obviously a planned encounter).

I have never killed a pc due to arbitrarily nerfing abilities, that said the body count stands at 4 raisings and 3 permanent deaths. Combat is especially lethal when pcs do not run from overpowering encounters...
 

*shrug*

I can't deal with problems people have had with other DM's in the past. My own experience with DM's has been for the most part good, and when it wasn't I simply just didn't come back. For the part people have (apparantly) been very pleased by my refereeing, as they keep coming back often in preference to other DM's (for which I'm flattered).

So to a certain extent I find comments like this amusing:

I'm not perfect like you. I make mistakes occasionally and am man enough to admit those mistakes and fix them.

My own sense of honor and decency are much more important to me than any game. If I had to completely erase a days, or even a months, worth of play to restore a player to life because of a mistake that I made, I would do it without regret. I respect the people that I game with and they respect me for that.

You talk about your 40 hours of effort. I think about the years of effort that my players have put into their characters.

The only authority you have is the authority that the players give you. You 'rule' only with their blessing. If you think otherwise, you are deluding yourself.

Because it is clear they aren't arguing with me, and aren't even reading what I said. Posts like this are continuations of arguements someone has had with someone else. I wouldn't bother replying except that once a thread gets long there is always the possibility that people won't read the thread and will just rely on the 'conclusions' at the end of it.

For one thing, no where did I claim perfection, nor did I suggest that I don't fix mistakes I make. I just suggested that never ever did I fix mistakes by rewinding the clock and giving players a do over. That 'fix' causes more problems than it cures, IMO. I suggested some other ways of handling the problem from simply informing a player that some resource unfairly taken away has been restored, to giving (secretly or explicitly) 'gifts' to a player you had cheated - up to an including the 'gift of life' in the unhappy event I screwed up big time and killed someone through my misunderstanding.

And as for 40 hours of effort, that is sometimes the DM's time cost IN ONE SESSION. Over the course of a multi-year campaign, DM's can spend thousands of hours. And yes, I rule by consent of the ruled. When they sit down, they consent to be ruled. If they don't like my rulings, they are free to succeed and form their own group and leave me by myself. That has never happened, but they have that right. What they don't have a right to do is tell me how to run my campaign (though again, complaints at the end of the night are greeted sympatheticly.)

As for this:

Yes, the players are there for your amusement. They're like little bugs. You can block them, force them to go around, constantly keep them from where they want to go. No, it's not fair, but you're boss. And it's all in good fun. Your fun. Not theirs. What have THEY contributed to the game, huh? Their time? Bah, you contribute as much time yourself! Their personal investment in their characters? Bah, you do the same with your NPCs! Their belief in and devotion to your story? Bah, you made it, so you can do what you want to them, even if it's not fair!

I smell the odor of someone else who has been burned and is continuing an earlier arguement. I don't know what which DM did to you, but could you consider not taking it out on me? Players _ARE_ their for my amusement, just as I am there for THIER amusement. But that is not the same as them being little bugs, nor do I have the right to run thier PC's any more than they have a right to run my NPC's. If I'm not making them happy, I'm not doing my job well, and if going somewhere they want to go makes them happy, then well they get to go there. (Perferably, if they are planning a trip somewhere exotic I get just a little notice, but even that isn't a complete necessity.) I occassionally 'rail road' a player but only in the sense that often times IRL larger events sweep around individuals beyond thier control. To the extent that they can control things, they are allowed to control them, even if they are unexpected and 'mess up the plot'. I do somewhat expect characters to be 'adventurous' and bite onto adventure hooks if it is at all in character to do so, and I do expect that the player at the time of character creation give thier character some hooks I can use to get them adventuring. Afterall, if you don't, you shouldn't expect adventures to happen to you. We can just RP 'wood chopping' and 'sitting around the fire at night' and 'looking for a wife in the next village' if you like and you can entertain me doing it.

Yes, it hurts a DM to lose a good NPC, but sometimes you go with the flow and see what happens. Am I always fair? No, but generally when I am not I'm cheating on behalf of the players and not 'my story' or 'my NPC's'. Sometimes, NOT getting what you deserve is better than getting what you deserve. I don't save the lives of NPC's. If an NPC can't take care of itself with the powers I gave it at the beginning of the session, I'm not inclined to give the NPC any new powers. Every once in a while when I overestimated the NPC, and it is the climax of an adventure, I might give the NPC a few extra hit points so long as it doesn't change what is clearly going to be the outcome of the adventure (ei the PC's win without losses). I don't tell the PC's I've done this, and I've never been caught, but it tends to make the ultimate victory more satisfying for them if it wasn't a complete pushover and they got worried for a second.

All of this is probably related to how quickly a fellow DM who started this thread was condemned for having an intelligent NPC do what the DM felt was intelligent at the time. Maybe the DM was wrong and thier were better things for the NPC to do that would have screwed the PC's even worse, but the DM didn't think of those in time and thats ok IMO. NPC's shouldn't be perfect, and if DM falliability enforces that, then so much the better.

But it is not somehow cruel and malicious to have NPC's attempt to destroy or steal some toy the PC has which is particularly dangerous. For one thing, some NPC's may well relish the idea of revenge, and if they can hurt a PC's pride by destroying something they cherish it is ok for them to move to do so. The fault lies with the PC for failing to consider the full consequences of thier actions and assuming that the only things that could happen were the things that they considered. If something happens that the player didn't consider, some players tend to get upset, but that's not necessarily the DM's fault.

*sigh*

All of this seems obvious to me, and I could keep writing forever trying to explain how to DM, but if people insist on misunderstanding I can't stop them. Suffice to say that it is the job of the DM to make the campaign fun - and that a good DM knows how to do this even if his players don't necessarily (which is usually made clear one way or the other when they try to run a campaign of thier own), and that each good DM has his own style of doing this, and that sometimes you have to adapt your style to your group.
 
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I know players questioning DMs is a problem because I'm one of those that questions DMs.

I've observed that this type of thing is especially rampant in 3E because the rules are so very complex and extensive. In 2E, there weren't rules for every circumstance. Thus, it was acceptable and advisable for DMs to come up with their own rules a lot, and players had less opportunity to rules-lawyer. It is almost impossible to truly master the 3E rules, so if a DM makes a gaffe, it's understandable.

I am a Type One personality if you are familiar with the Enneagram personality types, as I suspect is Celebrim. I'm a perfectionist, and will point out every rule that hurts me, just as sure as I'll point out all the rules that hurt anybody else. When I DM, I don't paint myself as the rules king - I try to be consistent and set out expectations at the beginning. I try to compromise with players, when possible, although I hate players that are attached to the notion that their character can never lose (I play things evenhandedly, and characters can go from winning to losing in a heartbeat).

When I question a DMs decision about an NPC's actions, it's usually because I question the DM's competence, honestly. It's a bad habit. I also hate it when DMs act like they are giving you a choice, when you don't actually have a choice, because their stories have "plots" that you have to follow. Also dislike it when an entire "planned" encounter hinges on making a certain skill roll with, say, a DC of 25 or something. DC 25 is hard (do the math - a +10 skill bonus gives you a 30% chance), and if a DM just assumes someone in the party will surely make that Spot DC 25, I question his competency.

If players keep questioning the use of Sunder, etc., they for one are explicitly questioning the DMs competence. Two, they are shocked since what the DM is doing falls outside their "expectations" for what happens during a game. Everyone knows that monsters attack, you kill monsters, you take their stuff. Monsters keep attacking until you kill them. Monsters don't attack your weapons - that's crazy! And your magic items become part of your personal identity, like Green Lantern's ring or Wonder Woman's magic lasso - they never get taken away, or if they do, it's a special occasion, and they are inevitably returned.
*In almost all cases, players aren't challenged enough to actually have to use tactics themselves, so they get defensive when a monster actually uses them. *
And in 3E, it is hard to really exploit all of an NPC's or monster's tactical potential - there are so many possibilities because of feats.
 

Just to clarify for those unfamiliar with the term: The term "retcon" is a contraction of "retroactive continuity", which is a term that emerged from either the comic books scene or the sci-fi scene of the 1980's (the origin is debateable). It's what happened when a story writer went back on something that happened before and clearly said, "remember that stuff that happened before? It really didn't happen."
 

Henry: I'm inclined to agree with Happy Monkey on this one.

I find that the ruling you describe is lazy and uncreative. The problem doesn't lie in the proposed solution. The problem is elsewhere, and the DM is avoiding it and trying to give an easy fix. In the process he is arbitrarily punishing a player. Since the problem is the fault of the DM, he should fix it and not punish the player for something he himself did.

In your hypothetical example, there are all sorts of mistakes the DM has made which makes it clear he is very inexperienced.

1) He may know the rules, but he doesn't really understand their implications. Every DM should consider the effect of spells and feats on his campaign and modify his campaign accordingly. Spells like 'raise dead', 'invisibility', 'fireball', 'commune', 'speak with dead', 'teleport', 'fly', and so forth have gross implications that every DM ought to understand and be prepared for when those powers enter play. Only lack of experience is an excuse, and in this case maybe the DM should have spent more time as a player if that is possible.

2) He gave away a Ring of Invisibility in a 'low magic campaign'.

3) He provided the PC's only with foes that had no counter to certain PC abilities.

4) He doesn't appear to understand how to provide foes in the future that can counter invisibility without magic.

5) He gave away a Ring of Invisibility to a fairly low level character.

6) He wasn't able to improvise tactics on behalf of the orcs to counter invisibility even though he was upset that the orcs were dying so easily.

In the future, he can choose to have the PC's face foes with the Scent ability, or with tremorsense, or who have area of effect or radius of effect abilities, or he can have intelligent foes employ the same sort of tactics low level PC's could use against invisible foes - Web, Glitterdust, Nets, Grappling attempts, etc.
 


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