Taking a skill/feat/ability, but refusing to use it. Repeatedly.

KC and TB hit it on the head as to what is likely causing the problem.

The player's perception is what they want to be. When it becomes go time, they play their nature and thus, never use the ability that they themselves don't possess.

To an extent, I agree with FTS, let survival of the fittest take hold. You're "diplomat" wasted 4+ skill points in something they'll never use. That could have been used on a something they will use. Eventually, that'll bite them. This is much like the GM who had players making sub-optimal builds of PCs over time. If you're buying stupid stuff, you'll eventually get caught by something strong enough to exploit your weakness.

However, this is negative reinforcement, punishing them for their mistakes. For smart players, they'll figure it out and correct their game play. But then, if they were smart, they wouldn't be in the situation of making repeated poor choices. Unfortunately, the ones who need help (and probably counseling) get driven away by this.

Not saying you're player is in such mental straights, but a person who doesn't know their own strengths and weaknesses and plan accordingly is generally screwed up. You can try to help them, or move on.
 

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Ace said:
most D&D parties know and trust the GM when it comes to magic items -- they have a certain amount of OOC confidence that what they are getting usefull kit. Tech items OTOH are and unknown and are often treated accordingly -- Its rather the way players in old editions might treat an artifact -- as a possibly dubious hose job in the offing

Also to both you guys and no offense here but this is a great way to PO your players -- you should build encounters based on what your players USE not on what you give them. If you don't do this you may find your players leaving -- You might be able to get away with this if you are the only DM but goo help you if your group is like mine (7 members 5 od which GM) cause they will boot you ASAP

I made this mistake and while your groups mileage may very I got all kind of hell for designing encounters that way. The lessons of Gary Jackson and B.A. Felton aside you are not the adversary of the players

Yes, Goo help us all.

Anyway...magic items are more likely to be cursed "hose-jobs" than tech items which have gone through analysis before being delivered to the PCs for their use (which is what happened in my campaign). It was clear to the players out-of-game that the items were meant to be useful, and meant to be used. My players also looted an armory and haven't yet used even ONE of the uber-weapons they scooped up.

I know I'm not an adversary to the players. 20+ years of DMing will help one to learn lessons like that. You're sounding a little patronizing, there, Ace. ;)
 
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Tom Cashel said:
Yes, Goo help us all.

Anyway...magic items are more likely to be cursed "hose-jobs" than tech items which have gone through analysis before being delivered to the PCs for their use (which is what happened in my campaign). It was clear to the players out-of-game that the items were meant to be useful, and meant to be used. My players also looted an armory and haven't yet used even ONE of the uber-weapons they scooped up.

They wouldn't happen to be old Paranoia players would they? If they were, that would explain not wanting to use the tech since we all know what kind of quality comes out of RND Sector...

Citizen, are you implying that there is something wrong with the work done by our loyal workers in RND Sector?

Ulp. Uh, why no Computer. I love the gadgets produced by RND Sector! I would like to have one... make two! Yeah, two!

Citizen, you do not have clearance for any equipment produced by RND Sector. Knowledge of such equipment means you must be a traitor. Please report to the nearest execution booth.

Aw, nuts!
 


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