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Things that annoy you as a PC

Mercule said:
DMs who change the rules midstream because an action I just took (by the rules as written) is "unrealistic", but only if I succeed.

DMs who change rules to hinder tactics that the PCs are having success with. (Like neutering Sneak Attack/Flanking mechanics when we've got two Rogues and no Fighters in the group.)

Anytime a (non-deity) NPC does something that the PCs could not ever do, regardless of what level, spells, or abilities we learn.

Yeah...plus:

DM's who are having a hard time running high-level combat, so they assume it is that the PCs are "too" powerful or that the CR for the creatures are all out-of-whack, then start making comments like "Epic Monsters coming right up!" when your group is only around 13-14th level.

DMs whom you tell a few levels in advance, I'm going to get this PrC, is it OK with you? They say yes, then when you reach the level to get it, they say "You know what, I changed my mind, I don't like it." Now what do you do with all those feats and skills you used to get that class?

DMs who constantly say, that rule or class ability is so broken, but don't worry they're gonna fix it when the next book comes out. This is usually in regards to a class ability or rule that in the opinion of the group has nothing wrong with it, the DM just thinks there is.

And after the above, the DM goes and gives "unbalancing" things to NPCs because he thinks its cool and unique.

I know it's the DM's world and game, but...BLEH :(
 
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just__al said:
Inspired by the things that annoy your pcs thread...

Having fellow players that the DM doesn't trust not to act on out of character knowledge so either the DM and a player have to leave the room or the player who isn't "there" has to leave the room.

Well, as a DM, I often pull the player aside not because I do not trust my players to not use outside knowledge, but rather that I prefer genuine reactions to certain events. "Wait! Jack just did WHAT?"

As a PC, having every battle be one where we have to expend all of our resources, so our only choices are to either rest and recharge or push on and die (but as a DM, having a party that wants to rest and recharge after each little battle even though no one is seriously hurt...)
 

Thornir Alekeg said:
Well, as a DM, I often pull the player aside not because I do not trust my players to not use outside knowledge, but rather that I prefer genuine reactions to certain events. "Wait! Jack just did WHAT?"

I agree with this. As a player, I perfer to learn things at the same time that my character does. While both myself and the DM trust me as well as the other players to separate in character and out of chraracter knowledge, I find it is more satisfying if I don't have to. That way *I* am surprised at the same time that my character is.

That is why I do the same thing when I wear the DM hat. Not because I don't trust my players, but because I think it leads to a more satisfying experience. This is of course as long as it doesn't get out of hand. As long as time away from the table with an individual players doesn't get excessive, the players in my groups are perfectly content to look at notes, peruse the rulebooks or just chatter and plot.

=======
El Rav
 

Players that constantly complain they don't have enough magic items or cash. (These players are often those with the most of both.)

Players that convert everything into game terms, often drawing unreasonable conclusions. ("That guy has an animal follwing him around and I haven't seen him wildshape, so he must be a ranger, thus a good archer.")

Players that think every encounter is going to be their last. ("Six zombies, my lord, we're toast! Oh, wait, you fire balled them, oh boy were we ever lucky! Oh no, six more, we are toast now for sure. Oh, you turned them, okay, I guess we were lucky again")

Players that get mad at the DM when they do something stupid. ("I dive into the lake of lava because I have protection from fire on.")

Players that aren't ready when it is their turn in combat.

Players that take an hour to decide each combat move. (Combine with the above for extra aggrevation.)

Players that advice every other player for an hour each combat move.
 


I realized my last post only listed player types that drive me up the wall. Now for the other side of the screen:

DMs that aren't ready. You show up for the game and they take an hour writing down things while you munch on snack foods.

DMs that have no overall campaign goal. Months of wandering around looking for a plot, any plot. And when you try to make something out of your backgroud, you find no plot there either.

DMs that let players walk all over them. For example, a player in a low magic campaign complained loudly about the lack of magical treasure and the very next adventure involved a dragon with a huge hoard.

Monte Haul DMs. After adventure one, my first level ranger got two +3 handaxes (I had weapon focus handaxe) and a potion that gave me 50 extra hitpoints (those were permanent hit points). I wonder what I would have gotten after the second adventure.

DMs that explain too much. I want mystery, don't tell me all the details. Sure I can keep the player-character knowledge separation, but that doesn't mean I want to.

DMs that discribe things in game terms: "You see two paladins, one is female with a charisma of 24. Naturally you are attracted to her.")
 

Zappo said:
Diaglo, commoners with double-digit levels don't make much sense, but then again when I DM everything with double-digit levels is going to have a modicum of back story explaining how he learned so much.

I've never had a problem with multi-level commoners. I assume a 1st level commoner is a 14 year old farm boy; basically the just-barely-adult variant of a human that could adventure. There's a lot of skills and ability that comes after that.

I generally level NPCs with age: ~5th level by middle age, ~8th by old and 10th in decrepit. 10th level elders are filled with knowledge (mmmm, bonus to int) but pretty feeble (arrrgh, -6 to str).

The "exceptional" NPC (but not exceptional enough to warrant a PC class) may get to higher levels but only by chance and statistics. They're still pretty pathetic from a combat standpoint and it's not like they walk around with a sign saying "20th level commoner" so the bard knows just what hornswaggled him in a negotiation.

Besides, so what if you have a few freakishly high level farmers or shopkeeps? Given the DMG system of taking the best and then doubling the lower levels on down the chain, it implies a guild or grange of abnormal competence. If it seems excessively odd, use it as a plot hook.

"Drevendale is home to the greatest farmers on Klanth. Few can boast the unmatched productivity of the Dreven Grange. Unfortunately this has made them the target of a particularly foreward thinking goblin chief....."
 

The evil nasty BOX TEXT that prevents the player characters from taking any action to prevent what is written in the BOX TEXT from occuring.

The GM's favorite NPCs solving the adventure just to show up the player characters. This often happens when the player characters don't take the GM's planned path.

GM's taking away powers and abilities from characters in mid game simply because they interfere with their carefully crafted plot. Ex: no flying, no sneaking, no turning.

Favoritism on the part of the GM towards one PC.

Constantly getting surprised by monsters that you didn't see because the GM forgot to mention them or you didn't specifically state you were looking for them. Ex: And suddenly the huge ancient red dragon breathes on you. What red dragon? Oh, the one that was in the room you opened and looked into two rounds back.

Insurance company GMs. They automatically reject any action (other than the fighter swinging his sword) that the PCs take. Nothing works with these GMs until you've spent hours arguing with them.

Players that are constantly losing the character sheet and are chronically late or no shows to games.
 

Frustratingly complex plot lines that leave the players trying to remember clues from three years ago.

Players taking personal what happens in character.

Sub plots ignored by other players.

Other players that can't or won't try to learn the rules even a little bit.

Knitting- <informing tone> "its your turn," followed by "hold on a minute!" <snapping and angry>

Sleeping at the table.

"I have a life outside of gaming, my character should know his own mothers name."

Up to date gear sheets. "Just because I don't have a dagger written down on my gear sheet doesn't mean I don't have one."

One that has not seen the light of a gaming table in a while-
"It's in your notes. You need to find it before we continue."

"You want me to shuffle through three years of note in hopes I wrote down an abstract bit of information. Want to help me out with a time period maybe?"

"Nope."

Lastly- being the only Player that is interested in formulating a plan to take out a large, big and bad enemy, until the last second. Working out a plan through email for three weeks, having no one respond then at the table someone pipes in that- "we're not doing that." While the GM and all the Players understand- 'that is what we are doing.'

Okay, so I have some issues :)

One more- Players brow beating other Players. Getting really tired of feeling like the 7th grader geek on a play ground of 8th grader football players.
 
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