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What actions by a PC Don't need to be stated?
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<blockquote data-quote="Henry" data-source="post: 7158653" data-attributes="member: 158"><p>1. Rules as written, there is no advantage to holding your breath with Cloudkill. Even in previous editions there is no precedent for this.</p><p>2. Pulling up a rope after the fact? As noted, how would he have physically accomplished this, except perhaps by magic?</p><p></p><p>Either way, the big question boils down to the same issue; unless a player gives preset instructions, a GM should make no assumptions about what a player does not DOES NOT do. If the players give a set of assumptions about regular activity ("GM, this note gives all of our regular nightly precautions when camping for the night, including guard duty order.") then it's fine to assume these actions. </p><p></p><p>As a regular action, I turn my alarm system on at my house when I leave for work. Except when I don't. I've had times when I was distracted by something, even something inconsequential, and forgot to do something I otherwise would habitually do. It's why militaries have checklists for tasks; it's why most critical jobs at companies have two people assigned to the task, so that an extra person is there checking the work. "Of course I would have done that," is irrelevant because, plausibly, people forget stuff.</p><p></p><p>I've met plenty of players who are quick to try to retcon things when a hindsight situation is brought up, but are all too happy to stay silent if neglecting to do something works in their favor. ("Oh, the key we found on the guard was a decoy,and using it activates the chest trap? Well, OF COURSE I would have cast Knock instead to open it! I've always been distrustful when I find a key that easily!") You can't run the game off of assuming the PCs will always take the best option available - that leads to a VERY boring game. Even Indiana Jones misjudges the weight of the golden idol occasionally. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Henry, post: 7158653, member: 158"] 1. Rules as written, there is no advantage to holding your breath with Cloudkill. Even in previous editions there is no precedent for this. 2. Pulling up a rope after the fact? As noted, how would he have physically accomplished this, except perhaps by magic? Either way, the big question boils down to the same issue; unless a player gives preset instructions, a GM should make no assumptions about what a player does not DOES NOT do. If the players give a set of assumptions about regular activity ("GM, this note gives all of our regular nightly precautions when camping for the night, including guard duty order.") then it's fine to assume these actions. As a regular action, I turn my alarm system on at my house when I leave for work. Except when I don't. I've had times when I was distracted by something, even something inconsequential, and forgot to do something I otherwise would habitually do. It's why militaries have checklists for tasks; it's why most critical jobs at companies have two people assigned to the task, so that an extra person is there checking the work. "Of course I would have done that," is irrelevant because, plausibly, people forget stuff. I've met plenty of players who are quick to try to retcon things when a hindsight situation is brought up, but are all too happy to stay silent if neglecting to do something works in their favor. ("Oh, the key we found on the guard was a decoy,and using it activates the chest trap? Well, OF COURSE I would have cast Knock instead to open it! I've always been distrustful when I find a key that easily!") You can't run the game off of assuming the PCs will always take the best option available - that leads to a VERY boring game. Even Indiana Jones misjudges the weight of the golden idol occasionally. :) [/QUOTE]
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