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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="5ekyu" data-source="post: 7502505" data-attributes="member: 6919838"><p>In my games, whether or not your characters knows abc is determined by the nature of the abc and your character not how important i chose to make that abc be. this leads to players having a good sense of consistency based on inter-relations. </p><p></p><p>if my players thought the key bits of knowledge they need would always be there and that knowledge skills were only for "nice to knows" they would see that as a factor in prioritizing whether or not they took those skills. Stealth, athletics, acrobatics, deception, lock-picking - those can all be crucial at very critical situations - not just "nice to have". </p><p></p><p>Stealth after all - thats a case where they wont expect me to let them walk thru in plate armor because "its important they sneak by". </p><p></p><p>Climbing - if its important the make the climb they dont expect me to handwave their 8 strength, lack of proficiency and lack of rope.</p><p></p><p>Door is locked - if they have to get thru it, its auto-pick but if its just the side room with extra loot you need tp pick it??? not at my table. No way, No how. </p><p></p><p>etc etc etc etc etc.</p><p></p><p>Different ways to approach what skills/ability scores mean in the game and how much they matter and how consistently it is applied across skills.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7502505, member: 6919838"] In my games, whether or not your characters knows abc is determined by the nature of the abc and your character not how important i chose to make that abc be. this leads to players having a good sense of consistency based on inter-relations. if my players thought the key bits of knowledge they need would always be there and that knowledge skills were only for "nice to knows" they would see that as a factor in prioritizing whether or not they took those skills. Stealth, athletics, acrobatics, deception, lock-picking - those can all be crucial at very critical situations - not just "nice to have". Stealth after all - thats a case where they wont expect me to let them walk thru in plate armor because "its important they sneak by". Climbing - if its important the make the climb they dont expect me to handwave their 8 strength, lack of proficiency and lack of rope. Door is locked - if they have to get thru it, its auto-pick but if its just the side room with extra loot you need tp pick it??? not at my table. No way, No how. etc etc etc etc etc. Different ways to approach what skills/ability scores mean in the game and how much they matter and how consistently it is applied across skills. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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