So far, I've only talked with one of them. He says that the guy is out of line, but I am really curious as to what the table thinks.billd91 said:What are the other players saying?
I think the fact that you make assumptions as a player doesn't mean the GM did a poor job. Your logic may have nothing to do with the logic of the trap-setter - and if I'm designing traps, I definitely set them in places where adventurers wouldn't automatically expect to find them (or not find them).Patryn of Elvenshae said:For the record, my first guess would have been "Invisible spellcaster," not "magical trap."
I generally expect traps - magical or otherwise - to have some pretty specific logic to their placement. The middle of a random corridor doesn't cut it, in my mind. A locked and barred door? Sure. A treasure chest? Absolutely.
If the player says, "My character moves to X," and I describe some effect, then that's all the warning s/he gets unless s/he gives me something more to work with, like, "Was it when I reached the statue, or before that?"Patryn of Elvenshae said:And a better description might have been, "As soon as Bob crosses [point X], blah blah blah."
The Thayan Menace said:I hope I don't have to drop him. He's one of my best friends and we play at his house.
Still, I think he's being a bit psycho about all this and he's not giving me much room for compromise.
Anyway, he mentioned that he will leave if he feels he is being treated "unfairly"; so I won't have to formally expel him regardless.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.