I have WHAT at my table? How to deal with New Classes, Weird Abilities and Crazy Builds as a GM


Pathfinder Society

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

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Hello, Fellow GMs!

This discussion has sprung out of Have you stopped caring about the new classes?, a discussion in which many of my fellow GMs discussed frustration at having to GM for classes that they may not fully understand yet, and the burden that this puts upon them.

Fret not. You are not alone. Although wacky builds can send any GM around the bend, I have some useful tips to help you.

TIP #1: Relax

Put aside the thought that you need to understand everything about every class. Pathfinder is huge. We don't expect GMs to have all rulebooks memorized. For the most part, I like to trust that players know their characters.

You do not need all answers in real-time. When in doubt, make a table ruling now and look it up later.

In the rare occasions when I suspect that the player has made an error in their build because something seems off (and I have sometimes caught players in some mistakes), I usually will keep the game flowing, but ask the player to look something up for me when a rules question comes up. They are supposed to have copies of their source material with them for that purpose.

TIP #2: Hmm's Guide to Self-Education

One thing that I love to do when new classes come out is read Player Guides. Zenith Games keeps a Comprehensive Guide to the Guides. I love reading the guides printed here for several reasons.

  • Perspective. First, they provide a review of the class, even if many of them are quite biased towards optimization and power. Reading them can be a great introduction to what a class is about, and how they may be used.

  • Learning about popular build ideas. Second, if your players are bringing crazy builds to your table, chances are they got the idea for their crazy build from one of these guides! Forewarned is forearmed!

  • The linked discussions. Now it is true that some of these guides may have weird bits of misinformation or odd biases that color their evaluations. I have several times built great characters out of abilities that guides thought were terrible! They're not definitive, they're just one person's opinion. Which is why I also want to point you to the links where Zenith has thoughtfully linked to the message board discussion for each guide! In there you will find dissenting opinions, corrections, etc. This is a great way to get up to date with a new class FAST.
A second way of breaking in a new class is to try out the PFS Pregen for it in a game. One of the things that I like to do when playing a Quest Series is grab a pregen for a class that I haven't played, and play it. Then in the next quest, I switch pregens and try something else. It's good to try new things out and see what they can do! Yes, I know the PFS Pregens have errors in them, but they can still give you a sense of a new class. If I don't have time to play them, I still download them and read through the special abilities, highlighting and learning as I go.

TIP #3: The GM Questionnaire

Recently, I have started creating GM Questionnaires for nearly every scenario that I GM. I do this for several reasons.


  • To catch scenario call-backs that refer back to other scenarios. Want to find out if a character has played Black Waters? Ask them.

  • To catch things that the scenario's NPCs may be looking for. If they are seeking out arcane casters, then find out if you have them in the party.

  • To catch any other weird interactions with the PCs that might be mentioned in the scenario. Need to know if someone has precision damage, Profession gambler or blue clothing? Ask your players in advance.

  • To have fun. Let's get a sense of the personalities that are coming to my table!
Using the GM Questionnaire helps me get the information I need from my players up front, without worrying about what features a given class or archetype may or may not have.

What are your tips? Let's share them here!

Hmm

4/5

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*lurks*

2/5 *** Venture-Agent, Texas—Austin

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I use the GM questionnaire a lot and I got that from several GMs at my lodge who do the same. Everyone does it slightly differently, but I bring a few index cards to the start of the scenario with one as a template and ask each PC to fill one out. I always ask for name, class, race, alignment and then will fill out the rest with scenario dependent stuff.

e.g. if the scenario requires perception checks or sense motives, I'll get everyone's mods, or their special senses, or like Hmm's example: if they have outward holy symbols or whatever.

One section I always ask is: tell me anything interesting or weird your PC does. This is the grab bag where people can explain if they have trap sense or a weird archetype.

Before the scenario starts, I collect the cards and quickly read each. It gives me a chance to ask the players about their PCs so make sure I'm at least surface level familiar with their tactics.

4/5

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On potential crazy builds, I follow the example of a couple of our local VOs. I ask before the briefing, "Is there anything unusual I need to know about?" This can cover anything from a druid with monk levels who turns into a bat and starts flurrying to a half-orc paladin using a feat to ride a triceratops to a sorceror using bloodline powers to hit undead with mind affecting powers to someone doing mounted charges while riding a wasp. This gives me the chance to go over any applicable rules with the player ahead of time. This also makes it less likely that I will surprise the player with an unexpected ruling.

Scarab Sages 5/5

RealAlchemy wrote:
On potential crazy builds, I follow the example of a couple of our local VOs. I ask before the briefing, "Is there anything unusual I need to know about?" This can cover anything from a druid with monk levels who turns into a bat and starts flurrying to a half-orc paladin using a feat to ride a triceratops to a sorceror using bloodline powers to hit undead with mind affecting powers to someone doing mounted charges while riding a wasp. This gives me the chance to go over any applicable rules with the player ahead of time. This also makes it less likely that I will surprise the player with an unexpected ruling.

^^^This...

This is probably the single best way I've seen and found myself, to help alleviate that initial, "Wha!?" moment when a player pulls something outta their botuckus...

That still doesn't stop those moments when an AC reaches 40+ at less than level 9 (or 30+ at less than level 5) or ridiculous Witch DCs.

5/5 *****

When running on line I always ask for character sheets at least a week before the game so I can review what people are doing.

When running face to face I will ask at the outset if the character does anything unusual, odd, strange or that is likely to make me ask them to prove what they are doing is legal. This helps keep people honest and avoids wasting time once we have started.

While running I have a set of benchmarks in mind for the sort of numbers I might expect for attack values, damage, saves, DC's etc at different levels and from different classes. These are a very rough and ready measure and if people are significantly off, either high or low, I will ask them to explain their modifiers.

I don't do this often so as not to slow things down but players know I do it and know that I expect them to be familiar with their characters and how they work and b able to explain that. If they cant explain how they go to those numbers (herolab says so not being an acceptable answer), then they get to use the value they can explain.

Overall my approach while running is to trust most players (excepting those who have shown themselves to be unreliable) and to occasionally verify.

5/5 *****

Tallow wrote:
or ridiculous Witch DCs.

Witch DCs are extremely hard to cheese out as there are almost no ways to increase them with feats, gear or class abilities. You are largely stuck at 10+half level +Int mod. the tricky bit is that they can target a range of saves and that their best ones tend to affect will which is too often an enemies weakest save.

1/5 * RPG Superstar Season 9 Top 16

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The same way a GM deals with anything unexpected at the table.

Take a deep breath and roll with it.

1/5 5/5

This is easy to do in PbP or pre-determined groups in a non-convention venue.

It's a bit more difficult to implement at a convention venue, though the idea and intent is well-meaning.

...it's often hard just to get the PFS sign-in sheet around the table, getting an additional piece through is an order of magnitude more difficult. Most players come to play Pathfinder, not World of Bureaucrat...

That being thought, I did try the sign-in sheet for a recent scenario, Hilary, and it did help, though it took nearly as long to get people to fill it out as it did to get them all seated to play. Late-running first slot plus need for players to eat backing into second slot blues...

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

Yes, questionnaires are tougher to do in Convention slots. Still worth it to cover all those Season 9 Scenario call backs, though! For everything else at conventions, It may be best to wing it most of the time.

Speaking of winging it... How come there are no wings or beaks on your GM alias, Wageslave? I was expecting a more tengu-themed alias from you!

Hmm

4/5

Lack of good tengu avatars, I imagine.

1/5 5/5

It'd be easy to fall to this one, but...

L.O.T.T.O.:
Lack Of Terrific Tengu Options

is not the reason.

The Real Reason For This Avatar:
I had a character in a shared universe fiction that was based around an obsessive cleaning/work ethic. Their superhero 'callsign' was 'Wageslave'. This avatar is the closest I can find to Jay Donohue's appearance. Jay Versus the Fungi
...basically, the butt-kicker that keeps me working on prepping my scenarios in a neat and timely obsessive fashion.

5/5 5/55/55/5

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"Let me see your character sheet...

*blinks*

"You know if you folded tab A onto B there you'd..

"open a dimensional rift I know i know. I got bored with normal builds...

5/5 5/5 *

RealAlchemy wrote:
I ask before the briefing, "Is there anything unusual I need to know about?"

Every time I've done this, I've gotten this:

Rogue: I have a plus one rapier, a mithral chain shirt, a belt of dex, one alchemist's fire, caltrops, and trail rations.
Barbarian: I have rage, fast movement, uncanny dodge and improved uncanny dodge.
Sorcerer: [lists all of their spells known and that's it]
Cleric: I have a holy symbol and [explains cleric spontaneous casting]

1/5 5/5

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Photon, I'd rather a dozen tables did that than one that went "Um, my buddy put this together for me and I'm not very good with math and my buddy's not here right now."

5/5 5/55/55/5

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One thing DMs seem unprepared for is a full attack from a martial character. Yeah. Its supposed to shred the boss. Thats kind of why they exist.

1/5 5/5

I personally *welcome* the chance for full melee attacks from my players.

Because rocket tag is boring.

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

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GM Wageslave wrote:
I personally *welcome* the chance for full melee attacks from my players.

From your players, Wei Ji? That is hardcore! Alas, being Aikido trained, I cannot offer you a full melee attack unless you attack first.

Hmm

Paizo Employee 4/5 ** Developer

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I have a simple set of rules I'd follow if I wasn't a compulsive mechanics vacuum from which only awkward questions arise.

1. Peace. When in doubt, side with the player. Very rarely are players "cheating" and catching them doing something wrong is embarassing. Realize that the Micheal Scott level of uncomfortable you will bring the table is ten times worse than some broken combo the player has.

2. Perspective: When in more further doubt, count to three and look at the grand scheme of things. Think of the most broken PFS legal build you can. Is it worse than what the player is doing? Heck, I've seen GMs stop the game and make rulings that made a martial character objectively worse at her level than any of the martial pregens.

3. Presentation: Write down your questions for later. Don't be afraid to spend the bio-break asking the player what that was. Approach the player as a player, not as a GM. "Man how did you do that? That was amazing!" is much better than "ok show me the rules for that because that is total BS."

4. Preparation: Especially if your group is 2 tables or less, ask your players to think about the characters they are going to use in advance. If you don't have time, ask during character introductions for a player to brag a little about their most defining feature. You can even start it off as a joke, playing the Venture-Captain: "Hi, I'm Ambrus Valsin and as a Rogue Sorcerer I love adding sneak attack dice to each of my Scorching Rays!"

Players who invest in their character's mechanics are actually quite eager to brag.

1/5 5/5

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Well, yes.

Because any player that attacks me gets bounced from my table and possibly removed from the campaign.

*removes egg from face, edits*

I personally *welcome* the chance for full melee attacks from the characters playing in the scenario I am running.

Melee doesn't get a chance to shine very often, and being able to have them pull it off without a lot of shenanigans brings a warmth to my heart.

Paizo Employee 4/5 ** Developer

GM Wageslave wrote:


Well, yes.

Because any player that attacks me gets bounced from my table and possibly removed from the campaign.

*removes egg from face, edits*

I personally *welcome* the chance for full melee attacks from the characters playing in the scenario I am running.

Melee doesn't get a chance to shine very often, and being able to have them pull it off without a lot of shenanigans brings a warmth to my heart.

Someday I hope to play at your table!

5/5 5/55/55/5

GM Wageslave wrote:


Melee doesn't get a chance to shine very often, and being able to have them pull it off without a lot of shenanigans brings a warmth to my heart.

well, it doesn't work without shennanigans, yet people are surprised melee brings shenannigans to do the same thing guy with bow does by.. stand here with bow.

4/5

Hilary Moon Murphy wrote:
GM Wageslave wrote:
I personally *welcome* the chance for full melee attacks from my players.

From your players, Wei Ji? That is hardcore! Alas, being Aikido trained, I cannot offer you a full melee attack unless you attack first.

Hmm

Well, I can 2WF with light weapons. Does that work for you? :)


Tallow wrote:
RealAlchemy wrote:
I ask before the briefing, "Is there anything unusual I need to know about?"
This is probably the single best way I've seen and found myself, to help alleviate that initial, "Wha!?" moment when a player pulls something outta their botuckus...

But I like it when my character surprises everyone by revealing a hidden ability...


Matthew Downie wrote:
Tallow wrote:
RealAlchemy wrote:
I ask before the briefing, "Is there anything unusual I need to know about?"
This is probably the single best way I've seen and found myself, to help alleviate that initial, "Wha!?" moment when a player pulls something outta their botuckus...
But I like it when my character surprises everyone by revealing a hidden ability...

Getting them to write it down lets the gm know but lets them keep it a secret from the party

Dark Archive 1/5

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Weird side note as advice for the players who bring weird characters to the table. Bring a cheat sheet, especially for cons. I have a monk, spiderman, who tries in almost every scenario to deal with it non-lethally. Very quickly I noticed that him punching and doing non lethal had some major faults. Well my CMB and CMD were naturally pretty high so I figured I would build a grappling build. So i did and I'd like to think I did it well and with some unique tricks. But when you roll a two and grapple the elder earth elemental people give you weird looks. So i made a sheet that explains how, from where, and why i do the things I do. After having a GM say, "hey I dont think you can use this thing the way you do", both me and my VC agree i can, I decided that I would also pull up a sheet that had that stripped from it as personally rather than fight on why i'm right id rather just use the lower and talk afterword.

Long story short, know your s%@$, if you struggle with things like that, write out your s!##. It's a major help and when you've done your research your less likely to get wrongly accused of cheating.

5/5 5/55/55/5

" both me and my VC agree i can"

I don't think that matters. I've seen players claim venture critters approved some blatantly not kosher stuff. Table variation is a thing.

Dark Archive 1/5

BigNorseWolf wrote:

" both me and my VC agree i can"

I don't think that matters. I've seen players claim venture critters approved some blatantly not kosher stuff. Table variation is a thing.

Typed out a long post and decided this isn't the thread for that rant. I think it goes both ways on table variation. I know a lot of pfs gm's that anything that could even potentially be a grey area is banned. I've had gm's tell me things that were 100% not in the rules. But I have also missed a word or line in a description and had an ability do an entire different thing. Regardless I think the only way a GM can manage the millions of potential build is for players to know what they are playing and if they don't to write it down.

5/5 *****

BigNorseWolf wrote:

" both me and my VC agree i can"

I don't think that matters. I've seen players claim venture critters approved some blatantly not kosher stuff. Table variation is a thing.

It is, and sometimes it costs people, a lot.

I had one player running a spirit guide life oracle trying to do the lore spirit thing which has never worked as oracles dont prepare spells. He had tanked his physical stats (7 str and dex, 8 con, on a life oracle) to get enough cha, int and wis to make use of it. He said his VC had told him it worked, it never has and there has since been a faq making that clear but the player ended up with a seriously hampered character as a result.

He was level 8 at the time and that 8 con ended up meaning he was disintegrated in the session.


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andreww wrote:
that 8 con ended up meaning he was disintegrated in the session.

Well, that's one way to solve the problem...

5/5 *****

Matthew Downie wrote:
andreww wrote:
that 8 con ended up meaning he was disintegrated in the session.
Well, that's one way to solve the problem...

It does, sort of. It hadnt been my intention to do it (it was a side effect of some natural attacks), which I doidnt even spot until after he was dead.

He got better but is still stuck with a pretty crippled character because he relied on what he was told.

Grand Lodge 4/5

I might understand why dumping str and dex since charisma is the only main ability needed, doing the same with constitution is a little criminal. With my own lunar oracle, I was starting like : 10 10 14 14 10 18. Even in the case it would have worked, no need to take the int sky high and the only downside of a low wisdom would have been a poorer will save.

I'm stuck with a now not very useable wand of shield due to my own misinterpretation of the Lore Spirit, but otherwise I'm faring fine. 16 constitution is really important, even worse if I choose the Life Spirit.

Taking caution in all cases, that's how I'd sum up the problem.

Grand Lodge 4/5 5/55/5 ***

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Matthew Downie wrote:
But I like it when my character surprises everyone by revealing a hidden ability...

Except when the player doesn’t understand how that hidden ability really works and can not explain it or the source rules. Unfortunately it happens waaay more often than not.

Grand Lodge 4/5 5/55/5 ***

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BigNorseWolf wrote:
both me and my VC agree i can

I cringe when someone says this, especially when I was the VO. We are not infallible and may have made the decision to keep a table rolling. I’ve had players who don’t know I am a VO try to over-rule a ruling I have made at the table because their VO does it [this] way so it must be right.

Dark Archive 1/5

Well perhaps I think a little more highly of my VC but I have never had a ruling from him I disagreed with. Perhaps I'm in the minority but my issues at cons have been things like. "No combat maneuvers arnt an attack roll "No CLW doesn't work for summoners, you have to use restore eidolon" "using mind control spells is an evil action"


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Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Hilary Moon Murphy wrote:
When in doubt, make a table ruling now and look it up later.

As a long time Duplicate Bridge Tournament Director I like this advice. :-)

From the Laws of Duplicate Bridge: "If the Director is unable to determine the facts to his satisfaction, he makes a ruling that will permit play to continue".

4/5 *

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I'm one of those that doesn't usually "address it later" if I spot something problematic in a game, especially at cons when I'm probably running off to get food while writing out Chronicles. I'll ask when it comes up.

However, I've softened on my original stance - it's not realistic for me to enforce rules minutia in a time-limited con slot. It's my job to run an excellent game - I need to know my five(-ish) encounters back to front, and that's more than enough for my remaining grey cells to retain. If everyone is having fun and no one is stealing the show, then someone being off +2 here or there is down in the noise of circumstance bonuses - it doesn't matter in the grand scheme of things. Poorly weighted dice cause more campaign issues than this level of error.

Now, if they're attacking six times with (level+25) on each attack and doing d6+40 damage per hit, and killing everything before anyone else can react, we'll talk - but I'd do that even if their character was totally legal.

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Bob Jonquet wrote:
Matthew Downie wrote:
But I like it when my character surprises everyone by revealing a hidden ability...
Except when the player doesn’t understand how that hidden ability really works and can not explain it or the source rules. Unfortunately it happens waaay more often than not.

The problem is that there are a ton of goofy rules minutia that no one cares about because only that one person would ever think of doing it or the ability is used in a way that it was never intended to so I can see it happening a lot. Hell my one character has about a dozen weird rules interactions. My favorite is the fact that the game never really expects you to attack other willing players so its not clear how that works.

3/5 5/5 *

I have that problem with one of my characters, Mad. He actively wants to hit party members for effect sometimes, but I usually assume they're willingly flatfooted when I make the attempt and most GMs are fine with that.

Grand Lodge 4/5

Depends on which benefit is extracted on hitting party members, some currently count their HPs like it's a matter of life or death

1/5 * RPG Superstar Season 9 Top 16

You know what I'd do? Ask each player what unusual or fancy things their characters can do. Many players are happy to boast what cool and unexpected things their characters are capable of.

1/5 5/5

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Pathfinder Starfinder Roleplaying Game Subscriber

I have a character that has a *religious obligation* to whack people that are being foolish with her quarterstaff.

I inform the table of that every time she plays, and note it's not even non-lethal damage, but a gentle knocking of the noggin, and she even has to do it to herself if she's being foolish.

That tends to shut down any complaints about the character.

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Philippe Lam wrote:
Depends on which benefit is extracted on hitting party members, some currently count their HPs like it's a matter of life or death

I mean it's healing so no one cares outside of three cases.

The Exchange 4/5 5/55/55/5 ***

Wei Ji the Learner wrote:
I have a character that has a *religious obligation* to whack people that are being foolish with her quarterstaff.

She even does it when someone is just giving advice*.

* Spoilers for Murder’s Mark

4/5 5/55/55/55/5 ****

That was one of the funniest exchanges this GM was blessed to witness.

Hmm

Scarab Sages

Tallow wrote:
RealAlchemy wrote:
On potential crazy builds, I follow the example of a couple of our local VOs. I ask before the briefing, "Is there anything unusual I need to know about?" This can cover anything from a druid with monk levels who turns into a bat and starts flurrying to a half-orc paladin using a feat to ride a triceratops to a sorceror using bloodline powers to hit undead with mind affecting powers to someone doing mounted charges while riding a wasp. This gives me the chance to go over any applicable rules with the player ahead of time. This also makes it less likely that I will surprise the player with an unexpected ruling.

^^^This...

This is probably the single best way I've seen and found myself, to help alleviate that initial, "Wha!?" moment when a player pulls something outta their botuckus...

That still doesn't stop those moments when an AC reaches 40+ at less than level 9 (or 30+ at less than level 5) or ridiculous Witch DCs.

Want a "Wha!?" moment?

I'm playing the front liner's familiar. He can carry the extra 15 lbs.

I grant +4 flanking bonus to ally's adjacent to me, remove concealment from foes when I hit them, and only attack once a round. I almost can't fail to be physically on a foe that I'm attacking. Granted my 1d3 bite attack does 20 to 40 average damage, and usually results in a total of -6 to hit any of my allies and -9 to hit me with no save. I also know 17 languages, but can only speak 4 usually.

How:
Tiny Kitsune Foxshaped Rogue with dips in Brawler and Swashbuckler. Limning Menacing Amulet of Mighty Fists.

Grand Lodge 4/5

Cyrad wrote:
You know what I'd do? Ask each player what unusual or fancy things their characters can do. Many players are happy to boast what cool and unexpected things their characters are capable of.

As long it doesn't devolve into time wasting. Because the GM can enforce a strict time limit and if the party doesn't end the scenario beforehand, it's their losses.

Dark Archive 5/5 5/5

This is what I do. It has served me well for several years.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Bob Jonquet wrote:
BigNorseWolf wrote:
both me and my VC agree i can
I cringe when someone says this, especially when I was the VO. We are not infallible and may have made the decision to keep a table rolling. I’ve had players who don’t know I am a VO try to over-rule a ruling I have made at the table because their VO does it [this] way so it must be right.

I know the problem, we are sometimes forced to do a somewhat regional ruling (all the VC which just happen to be the most experienced GMs and with system mastery.. and the ability to find answers) that can be somewhat relied upon regionally. Of course, I would never say that that is foolproof or that someone else is wrong.

Unless things are not in that nasty grey area, there are ways to be absolutely 100 % wrong.

Paizo Employee 4/5 ** Developer

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I'll be honest, as a player, many times I find myself coming up with weird and unexpected ideas about my own character's abilities at the table. Oftentimes, I use the discord rules chat as a spontaneous second opinion (and to make sure I didn't misread something). Sometimes I find a neat gem that helps us get through a niche situation. Other times I just stumble on something people have done for years. Either way, most GMs can tell I just thought of the idea that night and kind of feel the same sort of thought process that lead me to the idea, so it's not a big problem. Oftentimes the GM is excited to award the creative solution, but will add in "now keep in mind this might not work again."

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