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Your character does WHAT?!!!
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<blockquote data-quote="Chimera" data-source="post: 2541366" data-attributes="member: 2002"><p>Current Group;</p><p></p><p>Players A and B seem to have problems sticking to the group plans. They're getting seriously annoying, though one of them seems to think that it's all Role-Play, and thus, it's all ok.</p><p></p><p>A plays a Psy Warrior. Our party's tank, so to speak. We're battling a group of Orcs holed up in an old keep. Half the walls are crumbled down, so the Orcs have put up pallisades to cover the holes. On either side of the pallisade are 5' squares of rubble, costing double to move through. The group plans to make a 'hit and run' strike, tearing a hole in the pallisade, striking hard, then running away.</p><p></p><p>A's character Enlarges, then tears a 10' hole in the wall. The next round, the party Cleric and Rogue run into the keep. Now keep in mind that neither of them fights very well (we were only 2nd level) and that we're badly outnumbered. Also keep in mind that we now have a 10' gap in the wall.</p><p></p><p>A's character, <em>instead of rushing in to combat like a 'party tank' should</em>, decides to hang back and tear <strong>another</strong> 10' hole in the pallisade. While we're under withering fire from the Orcs and the Cleric and Rogue have already run into combat.</p><p></p><p>I was spitting mad. A and two other players just looked at me and tried to explain how they all thought it was a good idea because we might somehow need a larger hole to run away through.</p><p></p><p>B.... Leave it to say that some people have this wonderful idea that they're role-playing really well when their character is suicidally reckless and we spend hours arguing with her about really simple plans that she refuses to cooperate with.</p><p></p><p>In the last session, my Wizard sat with Mage Armor and Protection from Arrows on while baiting a trap for a Manticore. The plan was for it to spray me with tail spikes, at which point I would pretend to be injured and screaming in pain in order to trick it into landing next to me. Then we would spring the trap.</p><p></p><p>During it's overflights, checking out the situation, A refused to sit quietly and kept manifesting Psi-warrior powers, failing the checks and thus, giving off visual and audible signs. Evil glares and demands that he STOP DOING THAT had no effect. B kept wanting to jump up and shoot the manitcore and only the efforts of half the table kept her from ruining the ambush. (It also wasted a lot of time at the table, arguing with her to KEEP TO THE PLAN and stop screwing around.)</p></blockquote><p></p>
[QUOTE="Chimera, post: 2541366, member: 2002"] Current Group; Players A and B seem to have problems sticking to the group plans. They're getting seriously annoying, though one of them seems to think that it's all Role-Play, and thus, it's all ok. A plays a Psy Warrior. Our party's tank, so to speak. We're battling a group of Orcs holed up in an old keep. Half the walls are crumbled down, so the Orcs have put up pallisades to cover the holes. On either side of the pallisade are 5' squares of rubble, costing double to move through. The group plans to make a 'hit and run' strike, tearing a hole in the pallisade, striking hard, then running away. A's character Enlarges, then tears a 10' hole in the wall. The next round, the party Cleric and Rogue run into the keep. Now keep in mind that neither of them fights very well (we were only 2nd level) and that we're badly outnumbered. Also keep in mind that we now have a 10' gap in the wall. A's character, [i]instead of rushing in to combat like a 'party tank' should[/i], decides to hang back and tear [b]another[/b] 10' hole in the pallisade. While we're under withering fire from the Orcs and the Cleric and Rogue have already run into combat. I was spitting mad. A and two other players just looked at me and tried to explain how they all thought it was a good idea because we might somehow need a larger hole to run away through. B.... Leave it to say that some people have this wonderful idea that they're role-playing really well when their character is suicidally reckless and we spend hours arguing with her about really simple plans that she refuses to cooperate with. In the last session, my Wizard sat with Mage Armor and Protection from Arrows on while baiting a trap for a Manticore. The plan was for it to spray me with tail spikes, at which point I would pretend to be injured and screaming in pain in order to trick it into landing next to me. Then we would spring the trap. During it's overflights, checking out the situation, A refused to sit quietly and kept manifesting Psi-warrior powers, failing the checks and thus, giving off visual and audible signs. Evil glares and demands that he STOP DOING THAT had no effect. B kept wanting to jump up and shoot the manitcore and only the efforts of half the table kept her from ruining the ambush. (It also wasted a lot of time at the table, arguing with her to KEEP TO THE PLAN and stop screwing around.) [/QUOTE]
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