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Stupidest things PCs/DMs have done
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<blockquote data-quote="awayfarer" data-source="post: 4235472" data-attributes="member: 42702"><p>Oy. I would never create sudden and elaborate to block my PC's from doing something. They're too clever for it anyway. As a DM in this situation it might have been better to...</p><p></p><p>1: Suck it up. The players found a way to deal with something in an unexpected way. It happens. </p><p></p><p>My players recently skipped right to the end of a dungeon, a giant's tomb. They had two options...</p><p></p><p>1: Explore the entire tomb. Find the various stuff they needed to open the last door. Perhaps figure out a couple of puzzles. Possibly upset a lot of angry, undead tomb-dwellers. Maybe encounter some traps.</p><p>2: Use their Chime of Opening on the last door. D'oh!</p><p></p><p>A casting of hide from undead also allowed them to avoida lot of trouble. Basically 95% of the dungeon went unexplored. But hey, they had the tools to finish their job with a minimum of fuss and I wasn't going to screw them for being prepared.</p><p></p><p>2: If for some reason the DM absolutely had to "salvage" that scenario, I'm sure there are dozens of ways to do that without throwing up a wall of adamantine. How about this.</p><p></p><p>Players: We set fire to the building</p><p>DM: Okay. The guy you're after decides not to hang around a burning building. He runs out of the perfectly ordinary wooden door at the back.</p><p></p><p>Admittedly this scenario is still part of the problem: denying PC's options for the sake of running things a certain way.</p></blockquote><p></p>
[QUOTE="awayfarer, post: 4235472, member: 42702"] Oy. I would never create sudden and elaborate to block my PC's from doing something. They're too clever for it anyway. As a DM in this situation it might have been better to... 1: Suck it up. The players found a way to deal with something in an unexpected way. It happens. My players recently skipped right to the end of a dungeon, a giant's tomb. They had two options... 1: Explore the entire tomb. Find the various stuff they needed to open the last door. Perhaps figure out a couple of puzzles. Possibly upset a lot of angry, undead tomb-dwellers. Maybe encounter some traps. 2: Use their Chime of Opening on the last door. D'oh! A casting of hide from undead also allowed them to avoida lot of trouble. Basically 95% of the dungeon went unexplored. But hey, they had the tools to finish their job with a minimum of fuss and I wasn't going to screw them for being prepared. 2: If for some reason the DM absolutely had to "salvage" that scenario, I'm sure there are dozens of ways to do that without throwing up a wall of adamantine. How about this. Players: We set fire to the building DM: Okay. The guy you're after decides not to hang around a burning building. He runs out of the perfectly ordinary wooden door at the back. Admittedly this scenario is still part of the problem: denying PC's options for the sake of running things a certain way. [/QUOTE]
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