Things that annoy you as DM?

Players who whine about treasure allocation, especially when they've taken the most powerful & expensive item for three sessions in a row -- with no complaints from the other players.

-- N
 

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I've got one!

Spellcaster players who take the Monster Summoning spells (and Nature's Ally spells), cast them, and then expect me to look up their summoned beastie's stats and keep track of the beastie's hit points and actions. I've got enough on my hands running all of my own NPCs and Monsters.
 

Players who whine when you won't let them break the rules, but who would complain bitterly if the rules were broken by the NPCs.

For example, when I ruled that a former player's ranger could not, despite being invisible, make an instant-kill called shot to an NPC who was unaware of him, he called my ruling "retarded."

I can guarentee you, though, that he would have been far more upset if his character were killed by some 1st level kobold who just happened upon a potion of invisibility.

Needless to say, he is no longer a player in my campaign.
 


DragonLancer said:
Players who argue everything call you make, even when it makes sense to everyone else at the table.

Players who don't bother to read the rules and just coast through a game.
we used to have a player who never bothered to read the rules and would argue just about every call the GM made. nothing like a rules lawyer who doesn't even know the rules...

we kicked him out. :D
 

Gothmog said:
Players who can't keep out of character and in character knowledge apart.

QUOTE]

AMEN!

And players who can't understand that if your character is currently 3 hours away from the character I am describing a situation to, you are NOT ALLOWED to help him/her.
 

Players who make decisions contrary to the best interests of the party or the ongoing storyline, not because it's what their character would actually do, but purely for the sake of being contrary or doing something unexpected.

(On the flip side, this is sometimes an appropriate action as a rebellion against railroading, but I'm not talking about extreme circumstances like that.)

People who play [donkey]-hole characters, just so they have an excuse to act like a [donkey]-hole and piss everyone else off. Nothing wrong with playing a jerk if you're doing for RP purposes and everyone's having fun, but playing a jerk so you can be a jerk and get away with it is grounds for a serious beat-down. :mad:
 
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-Players who complaing about railroading, but then do not make decisions on what to *or* offer the DM suggestions on what they would like to do.
-Players that joke, talk and get distracted during other people's turn during combat and when it is *their* turn, THEN they open the book and start looking up spell/weapon/magic items rules or statistics!
-(This isnt necessarily the players fault but...) When players react with too much caution during a mundane encounter, then jump recklessly into a difficult encounter.
-Players that brag and boast about how tough and badass their characters are when they win an encounter, then complain that fight was too tough when they need to run from an encounter.
-Players that do everything "by the book" or have a set pattern to how they approach almost every situation. I mean, all the players do this with all of their characters. I, as a DM, would like to see some spontaneousness sometimes.


B
 

Belbarrus Players that brag and boast about how tough and badass their characters are when they win an encounter said:
Players who think that the DM shouldn't be allowed to have encounters with things that are too powerful for them to kill (even if the DM provides ample opportunity, and some subtle or not so subtle hints, to run away).
 
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Gothmog said:
Players who say "I'm going to give a rousing speech to the mercenaries. I rolled a 27 on Dipolmacy- how did I do?"

Other DMs who think that player ability should be tested for roleplaying purposes but not for, say, the Climb skill, where keeping with that logic players would have to climb up the side of the house. Sheesh. :p

(Actually, what I plan to implement is an even better RP aid: I'll have the players roll diplomacy at the beginning of the encounter and then have them roleplay around the roll. Much more fun that way, especially if the shy player rolls a Nat. 20!)
 

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