
Void Dragon |

I have become the new DM of a group after the old one had to move and I am looking for help with two of my players. We have a group of five and two of them "frank" and "ronald" are causing me a few problems and may be causing the other three problems as well.
"frank" has been cheating ever since day one. He has used loaded d6, lied about spell lists and spell effects/saves, and even "found" himself a +4 vorpal longsword and said that I okayed it (9 lvl character, and it wasn't a +4 vorpal longsword, but it was an item(s) that his character had no way to afford even with relevant feats to decrease cost) , finally his character would always have over powered stats (and by over powered I mean nothing less than a 14). (on the cheating I and several other players have caught him in the act in this and other games of cheating)
"ronald" is an avid 2.0 DnD player and keeps trying to bring over rules from 2.0 also he seems to think that almost every encounter that doesn't end in 1 round is OP and I need to change it. He also can get very distracted and start talking about things that aren't relevant to the current game, and can take up around an hour of time this way. He also insults some of my other players regularly and when they begin to ask him to stop he just laughs it off as if they are over reacting. How should I deal with this?

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Advise "frank" you are not inviting him back. The lying alone would've gotten him booted from my game. I'm not so desperate to play that I'll suffer a cheater and disrupter at the table. As to "ronald" have a talk about the chatter between games. If he's a true gamer, he'll realize it's bothering other people if you feel it's important enough to bring up. If not, he can join "frank."

Ashoten |
As much as I prefer the randomness of rolling stats I think using point buy ends up being better for game balance and equality between players. This way the players can determine their stats to reflect what class and PrC they want to take. It also means that a player cannot sneak 3 rolls of 18 past you.
But it seems like your problem is with a player that want personal glory. Might be time to ask the cheater to leave because he probably has a hard time letting other players help but is the first to brag when they do something awesome.
Of course the best thing you can do to prevent cheating is to know the rules inside and out. It is just like when a substitute teacher shows up and the students all realize they can lie their pants off about the lesson. If you know your stuff they will quickly realize they cannot get away with shenanigans. You do not need to be harsh about rule enforcement just let them know whenever they get something wrong. Then at least they will know they can ask you about the rules and get good answers.

Void Dragon |

Thank all of you for commenting and helping me out.
I will be talking to the other player's about "frank's" cheating if they are fine with it I will let it roll, if not then I will talk to "frank" once and if he continues to cheat then I will ask him to leave. For "Ronald" I will talk to him and see what he will do if he will stop great if not then I will also ask him to leave.

Gargs454 |

Assuming that Frank and Ronald are friends, and you are concerned about hard feelings, there are also some more tactful ways of handling things.
First, you can require all rolls to be in the open, with the die to be left in front of the player until the roll is adjudicated. If he is truly using "loaded" dice or dice that are not technically loaded per se, but just not balanced (meaning it has nothing to do with the player and everything to do with poor craftsmanship) this won't exactly solve the problem.
However, if his character continues to dominate, you can pull him aside and say "Hey Frank, your character is awesome, and you did a great job coming up with a cool concept. The problem is, he's just too good. In order to challenge your character, I'm basically going to have to come up with encounters that are almost certain to kill the rest of the party, and that's just not fun for anyone. Let's see if we can't tone him back a little. This sword, for instance, might be a good place to start. I don't recall handing it out, but obviously it was a mistake to do so . . ." etc. In other words, you're not outright calling him a cheat, but still addressing the problem.
As for Ronald, I certainly wouldn't put up with insults at the table. A lot of people like to joke and be a smart arse (myself included) but not everyone appreciates the difference between a joke and an insult. More to the point, definitely look to see how the rest of your group feels about the table talk. My group for instance, engages in a ton of table talk. However, we are also all 30-40 somethings who work long hours and look to our bi-weekly games as a chance to blow off steam. If that means we only get through one or two encounters instead of the planned 4, so be it.
Finally, you can always run Ronald through a couple of 4ed D&D encounters if he thinks your combats are taking too long. :p

DM_Blake |
2 people marked this as a favorite. |

Really, I don't mean to be flippant here, but just sack up. You're the DM, it's your game. How much disruption are you willing to tolerate? How much unfun do you want these guys to inflict on the entire group? When they cross whatever line that is, and it sounds like they have, then just shut them down.
Talk to each of them, separately, one on one, but let them know how it's got to be.
Frank - No sword. You're level 9, you can have sword with a total modifier of +3, assuming you don't have lots of other magic items, or +2 if you do have lots. Period. And stop faking your rolls; if I can't feel like I can trust and believe you, then we can't continue gaming together. This isn't a competition, it's a shared-storytelling game that we are ALL sharing EQUALLY except you. Fix it or find someone else's group to ruin.
Ronald - This isn't 2.0. I'm always willing to entertain houserules, but you get to state your case for a suggestion once and we'll let the group decide, but I still get final veto power. We'll implement the rules that everyone likes, including me, and ignore the ones we don't need. Pathfinder is supposed to have more interesting and tactical combats; it's what the game is designed to do. So it's time you got on board with that.

D_GENNEXT |
For Frank: Hit the darn sword with a Rod of Cancellation and then Sunder it. Problem solved. As for the cheating; speak with the other 3 NON-problem players and offer them extra XP AFTER game to rat out Frank when he cheats. Or just start adding 20 to all DC's when you catch him cheating.
For Ronald: Remind him that 2.0 sucked which is why it's no longer in print/production/played and that you're playing Pathfinder.

Juda de Kerioth |
ask them to leave the table!!
thats the best solution, or kill their characters with a heart attack because their biological afliction and as a natural dead, those characters can´t be revived again!!
I do that once against a Complaining OP player...
After a fight (he was a Wizard lvl 4th), all the party was falling against 2 displacers, and i cause to his character 78 hit points, and when i asked third time how many hp he only says he has a little in his pool.
Then he defeat the displacers and heal the other characters with potions (which he have none) after that, i ask for a high fort dc, then told him that he suffers a stroke because the effort to fight and cast alone all of those spells... and dies.
He cry very loud and told me cheater, then i ask for the group what do they believe about that, and every else was agree with. so i take the moment and told him that we wont pay with him anymore!!

CourtFool |

For me, cheating is a betrayal of trust. I do not particularly want to game with anyone I cannot trust at least enough not to cheat on game that is supposed to be fun for everyone.
Disruptiveness is a little more gray. Your game, your rules. If your friend wants to run a 2e game, bully for him. At your table, you get to decide the rules.

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Wow. I can see why the GM before Void Dragon moved out of town: he was escaping. Now to the issues:
1) I've found that a "dice bowl" is a good way to reduce many forms of die manipulation. A bowl with a felt bottom would be nice, but anything that'll keep the dice from toppling onto different faces works. Officially, the bowl is a way to "keep the dice from falling off the table or knocking minis around." Dice that land outside the bowl never count.
2) 'Frank' has reached the point where the entire group needs to agree to yell "Cheating!" whenever he cheats. He thinks he is a very clever fellow and that the rest of you are buffoons who are totally unaware of the laws of probability. Alternately, when he starts 'fudging' his math to make himself hit, simply have the monsters attacking him hit every time until he complains, and then say, "My mistake: I thought we were playing 'Who Can Make Up The Biggest Number?'"
3) The vorpal sword is relatively easy to fix, since you as the GM are the one who decides when a head flies off and when it doesn't. If you feel like making up an in-game explanation for why all the vorpal weapons in your world lost their 'vorpal' quality, feel free: it might even make a fun adventure hook. For a broader purging of mysteriously-acquired items, I recommend an unexpected tumble into the Cave of a Thousand Gray Oozes.
4) 'Ronald' is a different issue and an even bigger problem, since for all his flaws 'Frank' is at least not stopping the game dead for an hour. I suggest calling a break - say, twenty minutes - halfway through each session and attending to bookkeeping, bathroom breaks or whatever. Setting aside this deliberately non-game-related time will allow Ronald at least one guaranteed spasm of "long, boring, pointless story time" and, hopefully, get him to focus on the game again when it starts. Alternately, the way people run away from him during the break-time may slowly alert him to the fact that his stories are long, boring and pointless.
5) The issue of rudeness is one that will be difficult to resolve unless you can get your other players to yell "Rude!" in unison when it happens, just as they do for "Cheating!" Again, he suffers from the delusion that he is delivering subtle put-downs which others would be impolite to point out; making it clear that you're all willing to be rude right back might encourage him to withhold his 'wit'.
6) 'Ronald' can think the encounters are overpowered if he likes (although if they're always hitting 'Frank', who cares?); you aren't under an obligation to meet his expectations as long as the rest of the table is happy. Efforts to bring in mechanics from older systems should be discouraged with statements such as, "PF is complicated enough without me trying to turn it into a hybrid."
7) Ask yourself sincerely whether you'd miss either or both of these players. If they're this toxic to the enjoyment of the game, it may be best to break up the group and start anew in a couple months with a more carefully selected roster.
8) On the sock-bludgeoning front, I disagree with both Vamptastic and Xaratherus: fill the sock with water and stick it in the freezer. After the deed, thaw the sock in the shower, destroying the evidence.

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I have a set of rules that I have incorp. from PFS, store rules & my own rules. Everyone signs them & receives a copy. The players can get up to 3 strikes before they are asked to leave the group, the subject of the strikes is brought to their attention in a private setting.
Some may think this is harsh, but it works.

Void Dragon |

sorry for not responding for a while but I had to stop and think for a bit. When I talked to "Ronald" he agreed that he might be going too far and apologized and fixed his attitude.
when I brought up "frank's" problems to everybody else. all of my non-troublemakers said they were fine with it because they didn't care about most of the stuff, but they wanted me to talk to him about the loaded dice because that was the only area they felt was truly changing the game (same response from 3 different people in 3 different rooms).
EDIT:@LincolnHills number 2 has already come into play the in-game explanation was that when monsters are getting hit really hard by only one pc they target that pc.

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Well, glad to hear that things are improving. Your situation with 'Ronald' is better, at least. Don't be willing to settle for 'slight' improvement, though; the rest of your table aren't likely to be satisfied with "Things at the game bite less than they used to."
The weighted dice are a tricky problem without any real solution. If you want to make it clear that you're on to him, you can ban any die that doesn't pass the "comparison test" - a sensitive two-pan scale and the heaviest d20 you own as the 'test die'. An hour or two of dice-weighing slows down the game, of course, particularly if you have to do it every time you think a new weighted one has found its way to your table, but...

Mark Hoover |

I've found problem players, no matter what the age, respond as well as my kids and I treat them as such. I'm not saying this to badmouth my players and I'm not trying to talk smack about anyone. I'm merely saying that keeping things simple works best for me but the reactions I get are equally childish.
Ex: we had a disruptor in my games. I had a frank heart-to-heart w/him between games, suggesting the disruptions were affecting everyone...to which he demanded proof. The next game we played he disrupted, and after the game I cited it for him; he still was not convinced. It was at that point that I went into "Dad" mode.
I stated that after the previous game I'd talked to him; that was strike 1. This game I'd talked again and I'd cited a specific example. This meant strike 2 and strike 3 would mean he'd have to leave the game. 2 sessions later strike 3 hit in a big, public way and my game imploded. The cherry on top was this player acting like it was my fault and pouting...like one of my kids.
The epilogue to this story is much nicer than the event itself. I now work with the gentleman I asked to leave. I thought it would be awkward but we've had lunch a few times and reconciled; he's even invited me to HIS game. The long and the short of it is that in my experience its good to talk to your players, keep it simple, and lay out both expectations of behavior as well as consequences of breaking the rules.
You don't have to be a tyrant or a dad. For example, let "Frank" know lying isn't ok and that he needs to not use loaded dice, get spell lists approved and submit his vorpal sword for Sundering. If not, he's free to leave until such time as he's willing to follow the rules. If he complies now and backslides later, he'll get one (or 2 or whatever) warning(s), and after that he'll be asked to leave.

Tuffon |

Get him the baseball sized dice of shame, make him roll them so everyone can see it for every roll he needs to make.
Call them the dice of shame let the other players know why he has to roll them, if your players are like any that i have played with through the years they will have fun with it and maybe one day Frank will see the point in the game is to have fun with people, not just win the game...

I3igAl |

MOST THINGS HAVE ALREADY BEEN SAID. THE BEST WAY IS TALKING TO YOUR PLAYERS.
With my first gaming group in our early teens we had similar problems. Most of my players tried to cheat on the die rolls. There were also other problems like players frequently trying to kill each other etc.
Only one guy went so far to change his character sheet, which was really annoying. His drow Rogue-Ranger-Paladin-Barbarian-Ninjaprestigeclass increased her stats until she had 18 everywhere. Her two +1 Bastardswords, suddenly became +3 Vorpal and random Rings of Protection and Amuletts of Natural Armor appeared in her equipment. And all of her classes seemed to get skill points like a rogue.
My solution was to have the players start a new group. The player was so weirdly obsessed with creating the perfect character(something he totally failed by overly multiclassing), that he put everything into this plan. His drow had to the most sexy, the strongest and the most versatile hero ever. When he saw her not killing everything with her dual-wielded Bastardswords, he began to summon equipment to tune her.
When we made the new group, his next character was a tanky healbot support dvarwen cleric. Not disruptive at all.

Duboris |

I'm personally a super-fan of the whole "OH HOLY T@&& THAT GUY HAS A VORPAL, TAKE IT."
That being said, you could just have a rival adventuring party, maybe a band of thieves made rather well and intrinsically built into the story, but secretly have them Special-made to seek out magical items. A band of thieves made to seek out adventurers, who've developed tactics for these things.
Have the lead man be a Fighter who loves to disarm, and just to drive the nail in, have him be a two-weapon fighter on top of this, who uses the disarmed weapon along with his own.
Make sure that the fight is disadvantageous to the PC's, if only because of terrain and how easy it is to get the drop on them. Thieves attack in towns, not on roads. Have them start with stealing a PC's gold purse very carefully, something the runt of the litter of the group can do. Don't even roll for the steal, just make it a decent perception check that can't be noticed easily, even with the loaded dice.
- He didn't notice? Awesome, he lost some money.
- He did notice? Good luck catching a 40 move-speed rogue with a 6 second lead.
DEVELOPMENT: The PC's will of course follow if they have even the slightest clue as to what's going on. The thieves have been watching them for a while, and know who the spellcaster is, so they start the confrontation (No doubt one lead into an alleyway far from the guards by runt) by neutralizing, what else, an archer with some form of str poison with enough potency to crush someone under the weight of their own hair.
Pick a (SPECIFIC) item, and make one of the rogues an arcane trickster; the escape man. Solid fog, acid fog, stinky fog, fog fog, whichever one helps you get away. If he happens to be a wizard of any merit, solid fog and make a wall of stone in the alleyway. They won't notice them, and it's so thin in the alleyway that your party members won't be able to flank. Stay in full defense, and disarm whenever possible.
Don't keep the weapon the whole time after this is all over. Make sure to make the CR a little above-par, as it should be. If your local wizard PC has a spell he likes to nuke with, give the disarm guy a ring of cancellation, picked by the Arcane Trickster. Make sure the trickster has the spell too, otherwise you're just being mean at this point. (You're allowed to be mean at this point.)
Player rages? Good, he's got motivation. This is all a wonderful ploy to make them hate the adventuring party and eventually stage a back-attack, as the thieving group could be working for a character that they've provoked in the past, whether they did it knowingly or not. Runt is INTENDED to be caught in the middle of this, as he's the ass of the group and the other 3 (4?) don't really care about him.
There, I just solved the majority of your weapon-related problems and I even entwined it into the story.
(They never find the sword, and if he suddenly pulls another one out of his ass, kick him, he's a dick anyway.)