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<blockquote data-quote="Raven Crowking" data-source="post: 5573104" data-attributes="member: 18280"><p>Okay....that I get. But that is in no wise what is being discussed here. At least not AFAICT. No one is endorsing that the character gets a WIS check so that the GM can then take command of the character; rather that the character gains a WIS check so that the GM ensures that the player has all the information relevant to taking the action that the character should have.</p><p></p><p>If the player still insists his character destroys the Nazi memorabilia, so be it. Just as, in the OP, the dwarf destroyed the necromantic items.</p><p></p><p>The problem in the OP arose when one or more players then claimed that the GM should recompense the PCs (or the other PCs) for the decision made by one PC.</p><p></p><p>I say No. In fact, if there are no consequences to the decision the PC made, then there is also no real decision point. Making the treasure show up elsewhere, in another form, just means that the player doesn't have to decide whether loot trumps ethics, or ethics trumps loot.</p><p></p><p>Dealing with the consequences is a player problem. It is not the GM's problem. The GM should no more intervene in what the players decide to do about the dwarf, then the GM should have intervened in what the dwarf decided to do about the necromantic items. It is not her problem. It is not her responsibility. It is not her job to make it all better. It is not her place to make the character decisions necessary to deal with what occurred.</p><p></p><p>IMHO, the GM absolutely <strong><em>does not </em></strong>have the right to override a decision, even if he or she thinks it makes "zero sense". However, the GM does have the <strong><em>responsibility</em></strong> to warn the <em><strong>player</strong></em> that the decision seems to make zero sense, if he or she believes that the <em><strong>character</strong></em> would know this.</p><p></p><p>I have never seen a Wisdom Check used in any other manner than to give a moderate warning in corner cases, where the GM is unsure whether or not the character would know. In this case, in general, a failed Wisdom Check means that the character gains no other warning, where a successful Wisdom Check means the GM gives the player more information.</p><p></p><p>I have never seen a case where a Wisdom Check means that the player must <strong><em>change</em></strong> his or her action.....only where it means more information to confirm that action, or to change it <strong><em>if the player wishes to do so</em></strong>.</p><p></p><p>Now, maybe I'm crazy, but I see absolutely no indication in the OP or elsewhere in this thread that anything else occurred in the case in question.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5573104, member: 18280"] Okay....that I get. But that is in no wise what is being discussed here. At least not AFAICT. No one is endorsing that the character gets a WIS check so that the GM can then take command of the character; rather that the character gains a WIS check so that the GM ensures that the player has all the information relevant to taking the action that the character should have. If the player still insists his character destroys the Nazi memorabilia, so be it. Just as, in the OP, the dwarf destroyed the necromantic items. The problem in the OP arose when one or more players then claimed that the GM should recompense the PCs (or the other PCs) for the decision made by one PC. I say No. In fact, if there are no consequences to the decision the PC made, then there is also no real decision point. Making the treasure show up elsewhere, in another form, just means that the player doesn't have to decide whether loot trumps ethics, or ethics trumps loot. Dealing with the consequences is a player problem. It is not the GM's problem. The GM should no more intervene in what the players decide to do about the dwarf, then the GM should have intervened in what the dwarf decided to do about the necromantic items. It is not her problem. It is not her responsibility. It is not her job to make it all better. It is not her place to make the character decisions necessary to deal with what occurred. IMHO, the GM absolutely [B][I]does not [/I][/B]have the right to override a decision, even if he or she thinks it makes "zero sense". However, the GM does have the [B][I]responsibility[/I][/B] to warn the [i][b]player[/b][/i][b][/b] that the decision seems to make zero sense, if he or she believes that the [i][b]character[/b][/i][b][/b] would know this. I have never seen a Wisdom Check used in any other manner than to give a moderate warning in corner cases, where the GM is unsure whether or not the character would know. In this case, in general, a failed Wisdom Check means that the character gains no other warning, where a successful Wisdom Check means the GM gives the player more information. I have never seen a case where a Wisdom Check means that the player must [B][I]change[/I][/B] his or her action.....only where it means more information to confirm that action, or to change it [B][I]if the player wishes to do so[/I][/B]. Now, maybe I'm crazy, but I see absolutely no indication in the OP or elsewhere in this thread that anything else occurred in the case in question. RC [/QUOTE]
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