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2

Oddly enough, most of this came down to one point: her tendency to ask for a summary of a situation when approaching it instead of simply listening for a while and then interjecting based on what's said! Changing that has gone most of the way towards making her much more tolerable for others, based on the feedback I have received so far...


14

Ask Them The most important question here is why they aren't engaging with you on this. We can't answer that. They can, but you have to ask them. If you do that, be calm and polite. If someone says something that you don't agree with, DO NOT ARGUE WITH THEM! Trying to argue with them about their opinion on this matter will just make them turn defensive, and ...


3

Ask yourself the following questions: Is there a logical reason the character shouldn't have such a thing? Does lack of such a thing have a direct mechanical relation to combat (what your players are apparently at your gaming table for)? Is there an in character reason they should not have a thing? (They just escaped the prison, had all their gear stolen, ...


-2

If the people not buying gear did so to get a money advantage, then punish them, don't reward players who do follow the rules. If they ignored rations, have them weaken and eventually starve to death. If they ignore a tent, animals could steal their food, an ambush using bows is going to target the guy out in the open instead of the guy hidden in a tent. ...


2

Why don't you just ask them what they are sleeping on when night time rolls around. There shouldn't be much argument (tho there will be), when you give everyone without camp gear a -1 to attack rolls, or defenses if you choose, the next day for being stiff and sore from sleeping on the ground after a hungry night of not eating. There are two types of ...


1

Factor it Into Play Instead of simply giving a uniform 'minor boon' to those who come prepared for life in the rugged wilds instead of expecting to be provided for, work provisions into the fabric of play. Food and water, especially, can become part of the adventure, as the party balances their wish to travel lightly -- thus living off the land and the ...


55

What you're experiencing is a mismatch in what you all expect the actual game to be. As such, a boon will likely not make up for the confusion — at best it will be inexplicably ineffective at altering the players' choices, and at worst it will exacerbate the problem. Different games, same name You see roleplay and adventure in a believable world as the ...


0

Our practice on this subject as a player We almost never roll for intelligence only if it is about having some in-game knowledge, the roll might decide if you know it by raw literal knowledge or not, it is usually about knowing somebody semi-famous person or knowledge about an usually unfamiliar culture etc... Our general solution: Hold a 5-10 minute ...


1

It seems to me that this question has two parts. 1) What does a low roll on a skill check mean? This has a pretty straightforward answer. From page 63 of the PHB: A skill check takes into account a character's training (skill rank), natural talent (ability modifier), and luck (the die roll). So in your first example, the rogue's roll of 3 doesn't ...


0

Whether you rolled behind a screen or let them do their own rolls, the players will know that checks happened, even if they don't know the results. For obvious outcomes (unlocking a door, say) the result will speak for itself, but for non-obvious outcomes (listening, searching, etc.), the lack of result may very well be a result on its own. Nothing generates ...


17

It depends on a lot of things: The Skill For some skills, you logically should be able to tell. A few of them (like Disable Device) actually have different outcomes if you fail by a lot vs fail by a little, so you can use that to guess how far off you are. Open Lock lets you tell pretty easily if you succeed or not, since in one case the lock is open. In ...


2

Have it be a success, but something bad happens. Rerolling is either a waste of time or doesn't make any sense, so have something else happen. Don't roll very high on your lock picking? The door still opens, but you were too loud and whoever was on the other side heard you coming, and they have the advantage in combat. Ranger doesn't ace his listen check? ...


2

This depends entirely on the type of check being performed, and your preference in DMing style. There have been a number of posts asking about different skill checks and results, and how they should be treated. Given the wide variety of skills and the various different things that can be done with them, there's no one hard-set rule for whether or not a ...


0

1st Edition AD&D had Oriental Adventures, which introduced an "Honor" system. This added a "currency" if you will to the existing currencies of coin and XP. Different actions could increase or decrease your Honor, and this could be used to affect NPC reactions, future characters (from the same clan), etc. There are some good suggestions in the following ...


5

There's more than one way to come up with a backstory. Some of us can be told to write two pages of history and personality and we'll just do it. That's great. But it's not the only way to flesh out a character. I've met players who need a little more prodding. You can do this by giving them a set of questions to answer about the character. A full page ...


0

Every game has a different focus. If it's supposed to be roleplaying heavy, often those games succeed when both the GM and the players are pushing roleplaying. The players should be asking questions of NPCs, sharing their personal stories, or thoughts, etc. Now, the reason most players might NOT be doing that is they may be stuck on "mission-based" gaming ...


8

Involve the players What strikes me as I read both of these situations is that the players seem only tenuously involved in the events that occur. The major action seems to be on your side of the screen, or in the hands of the dice. In any game, this will tend to make players dissatisfied, because there seems to be little reason for the players to actually ...



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