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Community
General Tabletop Discussion
*TTRPGs General
Players Handbook vs the Dungeon Master
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<blockquote data-quote="Bryan Vining" data-source="post: 449227" data-attributes="member: 7628"><p>Two things pop to mind here...</p><p></p><p>First, dealing specifically with your problem, I would be irritated if players acted on knowledge their characters could not have. Unless a member of the party has that spell or has some other reason to know of it (which is your call), they absolutely should not be able to alter their tactics to defeat it. That's like a person who doesn't know the first thing about a nuclear reactor stopping a meltdown seconds before disaster. It doesn't make sense. </p><p></p><p>My recommendation for dealing with that would be for you to simply say as you become aware that they are using player knowledge to their advantage something like "I'm sorry, but I do not appreciateyour attempt to use knowledge that your characters could not have. It shows a lack of respect for the amount of time and effort I put into developing a challenging and interesting scenario for your characters to play through. It also deprives you of the they enjoyment of having thought your way out of the situation, rather than cheating. At the same time, I recognize that I have not demonstrated to you that I do not approve of you cheating. To make that clear, I will not permit any action you take based on knowledge your characters could not have. Instead, should you try such an action, you will have wasted your turn while your character stood still trying to figure out what to do."</p><p></p><p>Second is players metagaming. One of my gripes with both 2E and 3E is that the player's handbooks have a lot of information that is not strictly necessary for players to have. In this respect, I think the 1E rulebooks were superior because the players had just the information they needed, and the details of many things were left to only the DM AND the DMG recommended hefty sage's fees for characters whose players used knowledge they should not have.</p></blockquote><p></p>
[QUOTE="Bryan Vining, post: 449227, member: 7628"] Two things pop to mind here... First, dealing specifically with your problem, I would be irritated if players acted on knowledge their characters could not have. Unless a member of the party has that spell or has some other reason to know of it (which is your call), they absolutely should not be able to alter their tactics to defeat it. That's like a person who doesn't know the first thing about a nuclear reactor stopping a meltdown seconds before disaster. It doesn't make sense. My recommendation for dealing with that would be for you to simply say as you become aware that they are using player knowledge to their advantage something like "I'm sorry, but I do not appreciateyour attempt to use knowledge that your characters could not have. It shows a lack of respect for the amount of time and effort I put into developing a challenging and interesting scenario for your characters to play through. It also deprives you of the they enjoyment of having thought your way out of the situation, rather than cheating. At the same time, I recognize that I have not demonstrated to you that I do not approve of you cheating. To make that clear, I will not permit any action you take based on knowledge your characters could not have. Instead, should you try such an action, you will have wasted your turn while your character stood still trying to figure out what to do." Second is players metagaming. One of my gripes with both 2E and 3E is that the player's handbooks have a lot of information that is not strictly necessary for players to have. In this respect, I think the 1E rulebooks were superior because the players had just the information they needed, and the details of many things were left to only the DM AND the DMG recommended hefty sage's fees for characters whose players used knowledge they should not have. [/QUOTE]
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