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10 months ago ::
Sep 15, 2012 - 1:56PM
#1
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Date Joined:
Jan 20, 2012
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Is this a bad thing? Like they'll loot a mutant dog's corpse and try to turn it's paws into gloves, and they'll roll perception in an empty field and then pick the flowers. I have a rogue that takes every turn to try to steal somthing from somebody, i've started making up random crap for him to get. I had a guy who cut off a Goblin's hands to use for a later. They also love making perception checks at the strangest time, and they expect a simple perception check to reveal all the secrets of a room, though I feel as if that's something I can fix some how. Any thoughts? My main concern is the Players looting everything, it slows things down and they leave ever single room empty. (Plus they do werid things like take the head of a Goblin and gutting it, then making the Halfling wear it to try and fool the goblin guards.)
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10 months ago ::
Sep 15, 2012 - 2:04PM
#2
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Date Joined:
Jul 21, 2004
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Use leading questions to have them help come up with details.
"What does he have on him?" "A few odds and ends and a memento of value only to him. What is it?"
"What do we see?" "The typical furnishings of a nobleman's bedchambers. Such as?"
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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10 months ago ::
Sep 15, 2012 - 2:13PM
#3
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Date Joined:
Jan 20, 2012
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Use leading questions to have them help come up with details.
"What does he have on him?" "A few odds and ends and a memento of value only to him. What is it?"
"What do we see?" "The typical furnishings of a nobleman's bedchambers. Such as?"
That sounds good, but they'll say, "Heck if I know! You're the DM, you tell us!"
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10 months ago ::
Sep 15, 2012 - 2:15PM
#4
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Use leading questions to have them help come up with details.
"What does he have on him?" "A few odds and ends and a memento of value only to him. What is it?"
"What do we see?" "The typical furnishings of a nobleman's bedchambers. Such as?"
That sounds good, but they'll say, "Heck if I know! You're the DM, you tell us!"
"Then, obviously, there's nothing of interest here. Moving on ..."
Another day, another three or four entries to my Ignore List.
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10 months ago ::
Sep 15, 2012 - 2:19PM
#5
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Date Joined:
Jan 20, 2012
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That'll end well.
"What do we see? Piles of Gold! Magic Items! Wenches!"
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10 months ago ::
Sep 15, 2012 - 2:19PM
#6
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Date Joined:
Jun 25, 2009
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Use leading questions to have them help come up with details.
"What does he have on him?" "A few odds and ends and a memento of value only to him. What is it?"
"What do we see?" "The typical furnishings of a nobleman's bedchambers. Such as?"
That sounds good, but they'll say, "Heck if I know! You're the DM, you tell us!"
I have similar players....well, actually, if they didn't say that, they'd start giving themselves game breaking powers.
Anyway, to deal with this (my players do this stuff too, if only to try and sell it off), make the crap they find really worthless. If they try to use it later, have it backfire massively on them. Or, even better, start assigning weight to things. Remember, they can only carry so much. At some point, they're going to have to pick and choose. And if something hasn't been particularly useful, they'll likely drop it.
Otherwise, if it slows the game down too much, just have a discussion with them about it. There's no need to stifle creativity (like with the goblin head thing), but trying to loot the 5th old worn leather boot in a row that only nets a few copper on the market is largely a waste of time and they need to know it. They're adventurers, they should have bigger fish to fry.
My username should actually read: Lunar Savage (damn you WotC!) *Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb. http://asylumjournals.tumblr.com/
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10 months ago ::
Sep 15, 2012 - 2:21PM
#7
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Date Joined:
Jun 25, 2009
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Also, cursed items. Cursed items will make them think twice about taking everything in sight.
My username should actually read: Lunar Savage (damn you WotC!) *Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb. http://asylumjournals.tumblr.com/
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10 months ago ::
Sep 15, 2012 - 2:24PM
#8
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Date Joined:
Jan 20, 2012
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Also, cursed items. Cursed items will make them think twice about taking everything in sight.
I love you, also I should try that.
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10 months ago ::
Sep 15, 2012 - 2:25PM
#9
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Date Joined:
Jun 25, 2009
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Also, on perception checks, have'em fail a few. Then stumble across something as they try to leave, like a trap.
They'll learn a passive/simple check isn't enough. Also, if they become paranoid about it and spend too much time exploring/searching an area, start having random encounters drop in on them. When they've fought their fifth random monster for the day walking around the area, they're going to get tired and either speed up the process or wondering wtf is going on. If the latter, it may be time to just have a nice chat with them about what they're doing.
My username should actually read: Lunar Savage (damn you WotC!) *Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb. http://asylumjournals.tumblr.com/
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10 months ago ::
Sep 15, 2012 - 2:27PM
#10
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Date Joined:
Jun 25, 2009
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Also, cursed items. Cursed items will make them think twice about taking everything in sight.
I love you, also I should try that.
:D glad I could help.
Oh, and for things like chopped off body parts, I'd imagine they have a horrible or putrid stench that might require fortitude saves to try and use...especially a gutted out goblin head. blech. >.<
My username should actually read: Lunar Savage (damn you WotC!) *Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb. http://asylumjournals.tumblr.com/
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