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2 years ago ::
Sep 08, 2011 - 10:06AM
#1
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I mostly DM and very rarely get a chance to play. When I do get to play, I sometimes get annoyed with certain approaches, but of course, one has to give the DM the benefit of the doubt as much as possible. However, there is one thing in particular lately that has annoyed me.
When one of my friends DMs, he'll tend to ask for skill checks to share information. That's fine and all. What bothers me though is that there doesn't appear to be a chance at failing that check. Here's the scenario: The party encounters something - monsters, an event, an artifact, whatever. DM says, "Make an Arcana check." I roll. The result is a 6. And the DM gives me the information on the artifact. Later on, it's a Perception check. I roll a 4. And the DM gives me the information on what I see. In both cases, way more information than what a 6 or a 4 would justify.
So, okay, I like information and all. It's how I perceive the campaign world and the things going on within it. But if there is no chance of me failing the check to get that information, why did you even ask me to make a roll? What's more, if all my skill checks to get information always succeed no matter what, why then pray tell did I even bother to train that skill and where is my incentive to make that skill better through feats and items if I can't fail it? If the players must have the information for the adventure to continue, then why would you leave that up to chance? And, therefore, why would you ask for a roll?
I made my case to the DM after the game. He certainly understood and recognized that what he's doing is not necessary, but subsequent games have been a challenge for him to break that habit. He's getting better at it and that's all I can ask for. We all have our habits and they can be hard to break.
But that made me wonder of all you other DMs out there - what bad habits have you noticed in other DMs that you've felt the need to address? What are your pet peaves when you play in someone else's game? If you are frequently in the DM's chair, how do you transition easily to being a "just a player?"
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2 years ago ::
Sep 08, 2011 - 10:36AM
#2
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Date Joined:
Mar 16, 2011
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I hate other DMs telling me what my character is doing, or giving me background on my character. That's my job when I'm a player!
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2 years ago ::
Sep 08, 2011 - 10:42AM
#3
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Date Joined:
Sep 21, 2007
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But that made me wonder of all you other DMs out there - what bad habits have you noticed in other DMs that you've felt the need to address? What are your pet peaves when you play in someone else's game? If you are frequently in the DM's chair, how do you transition easily to being a "just a player?"
There are two parts to the issue, one may be the fact that he's setting the DC too low or that your skill is so high it beats the toughest DC with even a low roll.
Level one Easy DC is 10, Moderate is 15 and Difficult is 20.
Which means a level one fighter character of mine would pass an easy DC for Athletics on a 2, a moderate on a 7 and a Hard DC on a 12. The same character would pass a non-trained skill like History on a 10 for Easy skill checks, 15 for Moderate DC's and 20 for Hard DC's.
The same character at 20th level would again have the same potential to deal with skills at this level, not including modified ability scores for the level increases which would often give the character some distinct improvements to his\her skills.
The other options available to the discerning DM is to offer a low DC for Basic information and give improved information for Higher DC's. I usually use a ratio of 10. So a basic History check at level 1with a DC of 10 would give some basic detail about a local lords family and past (family are renouned for winning a battle against an orc army, lord has led the people well etc), a DC 20 would give much better information about the lords activities (was suspected of having relations with the butchers wife and a noble lady(not his wife!!) and a DC of 30 would give detailed intimate information about the lord or his family(bastard children, the fact that his father fled the battle that he was hailed as a hero in etc).
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2 years ago ::
Sep 08, 2011 - 10:53AM
#4
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Date Joined:
Mar 10, 2011
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At any game I've played in, the only one I can think of is the dreaded "you can't do that".
I haven't even seen that very much, and I'll forgive it because in both cases I saw it, it came from new DMs who were still finding their way.
EDIT to add: from what I've seen in the "What's a DM to do" forum, I sometimes think that perhaps the DM "bad habit" from games I'm not a part of but bothers me anyway, mostly involve lack of communication between the DM and the players about things like house rules, tone and style of the setting, disruptive behavior, and things like that.
New DM Tips
Show
- Trying to solve out-of-game problems (like cheating, bad attitudes, or poor sportsmanship) with in-game solutions will almost always result in failure, and will probably make matters worse.
- Gun Safety Rule #5: Never point the gun at anything you don't intend to destroy. (Never introduce a character, PC, NPC, Villain, or fate of the world into even the possibility of a deadly combat or other dangerous situation, unless you are prepared to destroy it instantly and completely forever.)
- Know your group's character sheets, and check them over carefully. You don't want surprises, but, more importantly, they are a gold mine of ideas!
- "If it ain't broke, don't fix it." It's a problem if the players aren't having fun and it interferes with a DM's ability to run the game effectively; if it's not a problem, 'fixing' at best does little to help, and at worst causes problems that didn't exist before.
- "Hulk Smash" characters are a bad match for open-ended exploration in crowds of civilians; get them out of civilization where they can break things and kill monsters in peace.
- Success is not necessarily the same thing as killing an opponent. Failure is not necessarily the same thing as dying.
- Failure is always an option. And it's a fine option, too, as long as failure is interesting, entertaining, and fun!
The New DM's GroupHorror in RPGs"Broken or not, unbalanced or not, if something seems to be preventing the game from being enjoyable, something has to give: either that thing, or other aspects of the game, or your idea of what's enjoyable." - Centauri
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2 years ago ::
Sep 08, 2011 - 11:53AM
#5
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Date Joined:
Feb 20, 2011
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I mostly DM and very rarely get a chance to play. When I do get to play, I sometimes get annoyed with certain approaches, but of course, one has to give the DM the benefit of the doubt as much as possible. However, there is one thing in particular lately that has annoyed me.
When one of my friends DMs, he'll tend to ask for skill checks to share information. That's fine and all. What bothers me though is that there doesn't appear to be a chance at failing that check. Here's the scenario: The party encounters something - monsters, an event, an artifact, whatever. DM says, "Make an Arcana check." I roll. The result is a 6. And the DM gives me the information on the artifact. Later on, it's a Perception check. I roll a 4. And the DM gives me the information on what I see. In both cases, way more information than what a 6 or a 4 would justify.
So, okay, I like information and all. It's how I perceive the campaign world and the things going on within it. But if there is no chance of me failing the check to get that information, why did you even ask me to make a roll? What's more, if all my skill checks to get information always succeed no matter what, why then pray tell did I even bother to train that skill and where is my incentive to make that skill better through feats and items if I can't fail it? If the players must have the information for the adventure to continue, then why would you leave that up to chance? And, therefore, why would you ask for a roll?
I made my case to the DM after the game. He certainly understood and recognized that what he's doing is not necessary, but subsequent games have been a challenge for him to break that habit. He's getting better at it and that's all I can ask for. We all have our habits and they can be hard to break.
But that made me wonder of all you other DMs out there - what bad habits have you noticed in other DMs that you've felt the need to address? What are your pet peaves when you play in someone else's game? If you are frequently in the DM's chair, how do you transition easily to being a "just a player?"
In your example is it possible that the roll determines how MUCH info you're getting?
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2 years ago ::
Sep 08, 2011 - 11:55AM
#6
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Date Joined:
Aug 17, 2009
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I addressed most of my pet peeves fairly in-depth in my 'rules for n00b DMs' thread, but I'd summarize my major issues with other DMs as a lack of enthusiasm and making players search for the plot hooks. And, you know, just running boring games generally.
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2 years ago ::
Sep 08, 2011 - 12:23PM
#7
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Date Joined:
Aug 30, 2011
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I cant stand playing with closed minded DM's who wont even consider anything thats not run of the mill or by the rulebook.
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2 years ago ::
Sep 08, 2011 - 12:23PM
#8
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Date Joined:
Apr 24, 2011
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I have a few pet peeves for when I play with other DM's. The first three here are really minor pet peeves so I don't really bother addressing them.
I don't enjoy being told that a particular action is 'not something my character would do.' Or that REALISTICALLY my character should behave in this way. I just want to shout -whats realistic about casting fireballs and having fast healing?
Right now we have a DM who awards bonus XP for remembering parts of the story, I take pretty in depth notes but he won't let me use them for answering xp based questions-sorta makes taking notes a moot point.
Lastly (and one that I've seen someone else address here recently) I think its stupid to have your weapon break on a roll of a nat 1. Especially when the DM isn't handing out treasure. I don't believe we've received a single coin of loot since the first night of level 1 and I'm down to 1 weapon and if it breaks I will be running around unarmed cause I have no gold. Breaking weapons on a roll of 1 is pretty unfair to the players, essentially leaving them unarmed or defensless 5% of the time. Makes you need a bag of spare weapons-which is hard to do with no gold.
Other DM's I've played for have had much worse habits. A few months ago one of our guys missed a day and when he returned the following week the DM told him his character was dead and that he needed to make a new one. (This DM also has a bad habit of missing and has attended less than 50% of our games in the last year). If it had been me I'd have told him to F*** off I'm keeping my character or I'm leaving. Apparantly hes done this before as well.
I've had DM's try to roleplay my character while I'm sitting at the table
I know I have some bad habits myself but I try to be attentive to them as best I can, I think the mistake DM's make the most isn't really a habit but a lapse in attention to detail. I know its one that I do on occasion myself. A while ago a DM forgot that my character was wearing a mask that completely covered his face and tried to describe my look of suprise when someone revealed something my character would have secretely known something about. "Does he have X-ray vision?" "uh no.." "Then he can't see my face through the black velvet mask I've told you I've been wearing every day for a month."
...and in the ancient voice of a million squirrels the begotten chittered "You have set upon yourselves a great and noble task, dare you step further, what say you! What say you!"
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2 years ago ::
Sep 08, 2011 - 12:43PM
#9
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My personal bugbears are around being "protected" or having a linear plot "protected" to the point that all my in character decisions and actions are meaningless fluff. Very quickly that makes me stop caring about actions my character takes.
So in my games, I try very hard to ensure choices are meaningful, and also I am a stickler for letting the dice decide events once I've set up an encounter. Because I just hate rolling dice to find out (like the OP) that good or bad result the same thing would happen anyway.
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2 years ago ::
Sep 08, 2011 - 12:44PM
#10
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Date Joined:
May 11, 2004
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I have a tendency to backseat DM when I play too. I started playing on the VT specifically so I could pl,ay rather than DM and I am always biting my tongue when somone makes a call differently than what I would have made, especially when I know it to be wrong by RAW. I never am sure whether to say anything or not when that happens, so I err on the side of politness and keep my yap shut, but I always WANT to say something.
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