Severe crime and consequences












6















For context, this is my first adventure as a DM.



About 40 minutes into the first session, while investigating the rumours about a ghost ship, the group meets with Aleyd Burrows, a skilled veteran, Captain of the Guard and a very important figure.



She gives them various pieces of information and sends them on their way with new leads. As the party starts to leave, the last player walks up to Aleyd, shakes her hand and tries to steal her purse. Luckily he passes the Sleight of Hand check with ease since he rolled a 16+8 (he's a rogue with Expertise).



However, I do not know how to deal with this had he failed.



Knowing him, he is likely going to pull similar stunts.



P.S. I did talk with him afterwards, and he promised to be more mindful from now on.



He enjoys fooling around, but he is trying to do so without reducing the fun of the others.



He also set off a bit of a conflict with another thing he did, which me and the other players commented on. He did thoroughly apologise for it, and they spent some more time talking it out.



I mostly want to know how to deal with deal with such situations without stepping out of the “in game” position.










share|improve this question




















  • 2





    So, what is your question?

    – enkryptor
    1 hour ago











  • I mostly want to know how to deal with deal with such situations without stepping out of the “in game” position.

    – Honore Shadeshield
    1 hour ago











  • What level are the characters?

    – KorvinStarmast
    49 mins ago











  • They started at level 2

    – Honore Shadeshield
    38 mins ago
















6















For context, this is my first adventure as a DM.



About 40 minutes into the first session, while investigating the rumours about a ghost ship, the group meets with Aleyd Burrows, a skilled veteran, Captain of the Guard and a very important figure.



She gives them various pieces of information and sends them on their way with new leads. As the party starts to leave, the last player walks up to Aleyd, shakes her hand and tries to steal her purse. Luckily he passes the Sleight of Hand check with ease since he rolled a 16+8 (he's a rogue with Expertise).



However, I do not know how to deal with this had he failed.



Knowing him, he is likely going to pull similar stunts.



P.S. I did talk with him afterwards, and he promised to be more mindful from now on.



He enjoys fooling around, but he is trying to do so without reducing the fun of the others.



He also set off a bit of a conflict with another thing he did, which me and the other players commented on. He did thoroughly apologise for it, and they spent some more time talking it out.



I mostly want to know how to deal with deal with such situations without stepping out of the “in game” position.










share|improve this question




















  • 2





    So, what is your question?

    – enkryptor
    1 hour ago











  • I mostly want to know how to deal with deal with such situations without stepping out of the “in game” position.

    – Honore Shadeshield
    1 hour ago











  • What level are the characters?

    – KorvinStarmast
    49 mins ago











  • They started at level 2

    – Honore Shadeshield
    38 mins ago














6












6








6








For context, this is my first adventure as a DM.



About 40 minutes into the first session, while investigating the rumours about a ghost ship, the group meets with Aleyd Burrows, a skilled veteran, Captain of the Guard and a very important figure.



She gives them various pieces of information and sends them on their way with new leads. As the party starts to leave, the last player walks up to Aleyd, shakes her hand and tries to steal her purse. Luckily he passes the Sleight of Hand check with ease since he rolled a 16+8 (he's a rogue with Expertise).



However, I do not know how to deal with this had he failed.



Knowing him, he is likely going to pull similar stunts.



P.S. I did talk with him afterwards, and he promised to be more mindful from now on.



He enjoys fooling around, but he is trying to do so without reducing the fun of the others.



He also set off a bit of a conflict with another thing he did, which me and the other players commented on. He did thoroughly apologise for it, and they spent some more time talking it out.



I mostly want to know how to deal with deal with such situations without stepping out of the “in game” position.










share|improve this question
















For context, this is my first adventure as a DM.



About 40 minutes into the first session, while investigating the rumours about a ghost ship, the group meets with Aleyd Burrows, a skilled veteran, Captain of the Guard and a very important figure.



She gives them various pieces of information and sends them on their way with new leads. As the party starts to leave, the last player walks up to Aleyd, shakes her hand and tries to steal her purse. Luckily he passes the Sleight of Hand check with ease since he rolled a 16+8 (he's a rogue with Expertise).



However, I do not know how to deal with this had he failed.



Knowing him, he is likely going to pull similar stunts.



P.S. I did talk with him afterwards, and he promised to be more mindful from now on.



He enjoys fooling around, but he is trying to do so without reducing the fun of the others.



He also set off a bit of a conflict with another thing he did, which me and the other players commented on. He did thoroughly apologise for it, and they spent some more time talking it out.



I mostly want to know how to deal with deal with such situations without stepping out of the “in game” position.







dnd-5e problem-players new-players new-gm






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 47 mins ago









Bloodcinder

18.6k263122




18.6k263122










asked 1 hour ago









Honore ShadeshieldHonore Shadeshield

405110




405110








  • 2





    So, what is your question?

    – enkryptor
    1 hour ago











  • I mostly want to know how to deal with deal with such situations without stepping out of the “in game” position.

    – Honore Shadeshield
    1 hour ago











  • What level are the characters?

    – KorvinStarmast
    49 mins ago











  • They started at level 2

    – Honore Shadeshield
    38 mins ago














  • 2





    So, what is your question?

    – enkryptor
    1 hour ago











  • I mostly want to know how to deal with deal with such situations without stepping out of the “in game” position.

    – Honore Shadeshield
    1 hour ago











  • What level are the characters?

    – KorvinStarmast
    49 mins ago











  • They started at level 2

    – Honore Shadeshield
    38 mins ago








2




2





So, what is your question?

– enkryptor
1 hour ago





So, what is your question?

– enkryptor
1 hour ago













I mostly want to know how to deal with deal with such situations without stepping out of the “in game” position.

– Honore Shadeshield
1 hour ago





I mostly want to know how to deal with deal with such situations without stepping out of the “in game” position.

– Honore Shadeshield
1 hour ago













What level are the characters?

– KorvinStarmast
49 mins ago





What level are the characters?

– KorvinStarmast
49 mins ago













They started at level 2

– Honore Shadeshield
38 mins ago





They started at level 2

– Honore Shadeshield
38 mins ago










4 Answers
4






active

oldest

votes


















9














This is not uncommon since many players come from video games, wantonly stealing and murdering NPCs. NPCs in roleplay games tend to be smarter though, and have logic.



Give them a reputational cost.



They didn't interact with anyone else. If they check their wallet after, they'll know that it was probably that thief who stole from them. So what do they do? Not fight a bunch of murderhobos. They go to the pub and complain about these so called 'adventurers' who rob and steal from everyone they meet, and then in that village or town, people refuse to serve that thief and anyone associated with them for fear of having their stuff stolen. Don't make it universal, unless they repeatedly do stuff, but if they harass NPCs, NPCs won't want to talk to them unless very seedy, and quest givers won't give them useful info.



If they had failed the check, the NPC would slap their hand away, swear at them, and march off to tell people how untrustworthy the adventurers were, unless she really really needed them.



Explain morality. Make sure they know being a thief doesn't mean they are supposed to steal from everyone they meet. Allies are supposed to be safe- just as being a fighter doesn't mean you stick your sword in random allies, being a wizard doesn't mean you turn the local cleric who heals you into a frog, being a thief doesn't mean random stealing.



Give them a common sense check. Sometimes it would make sense to steal from an ally. A sufficiently mercenary group might want to steal from an ally if there is a valuable enough possession, and that's a quest and a heist. If their ally has a rare and powerful magical item, maybe they can get it off them, and maybe it's worth the reputational cost. A few gold probably isn't worth that risk.






share|improve this answer



















  • 2





    +1 for the Explain Morality paragraph. Never seen it phrased better.

    – Bloodcinder
    46 mins ago



















3














In a real situation, no one will ever try that. You talk with someone who can probably kill you in a second and you try to steal her purse ? No way.



This kind of issue can be from 2 things:




  • The player test your limits and check if you are going to punish that kind of behavior

  • Maybe the player was not really aware that Aleyd can kill him easily or just throw him into jail until the end of his life.


There's multiple kind of possibles punishment. Throwing the character into jail for years is the logical solution but the player will likely just make a new character.



Instead of this, you can :




  • make Aleyd confiscate all the player stuff as a fine

  • start a fight between Aleyd and the player. Of course the player's character can't win this fight but Aleyd does not want to kill him, she just want to make a fine and good scar on his face

  • make Aleyd neutralize the player's character, then she says to the rest of the group: "You better look after him, one day you are all gonna die because of its fault"






share|improve this answer










New contributor




Magus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.




























    2














    Don't let the player derail things



    Many players who are new to tabletop RPGs enjoy the feeling of liberty that stems from not being subject to a rigid mechanical engine, like in a computer game or a board game. This makes trying unconventional things like petty theft very appealing to some.



    However, pulling off stunts like this detracts from an even bigger concern: a tabletop RPG is supposed to be something that you do together, as a group activity. Wanton theft and other troublemaking can quickly change the game from "a group of heroes adventuring together" to "Tuikku the Rogue stirs trouble and everyone has to fix it, every time". That's where approaches relying on in-game consequences fail --- even if you punish just the thief in question, and even if the punishment is fair, it still winds up drawing lots of time and energy from the entire group.



    Therefore, as you've already opened conversation with the player in question, the next time they want to do something that'd potentially cause trouble for the entire party, say something like this:




    Doing that would likely result in the rest of the session being spent to undo whatever damage or complications might happen. Given the magnitude of the decision you're making, I'm sorry but I'm not letting you do it unless everyone is on board.




    (remember that everyone includes yourself. It's not something you should do lightly, but if you're uncomfortable accommodating for any player action, you have every right to veto them)



    This has worked well for me beforehand --- the strong point is that it forces the player to consider the consequences of their actions on the whole game. Are cheap laughs or exercising their theft skills just for some coins really worth of half an hour of everyone's table time to resolve the incident and its aftermath? It's also flexible, as the same argument applies equally to murdering non-threatening NPCs and similar "rash" decisions.



    Alternatives for sticky-fingered PCs



    That said, if your player wants to maintain theft as a part of their character, you have options that don't require stealing the focus or risking the party at the table. One option is encouraging thievery as a Downtime activity, making the character earn some additional coin between adventures. You can ask the player to cover their crime sprees in a few sentences:




    GM: "Ok, it's been four days since your last adventure. Do I remember correctly that Tuikku the Rogue was doing theft as a downtime activity? Roll how much money you made, and then briefly describe what you stole during that time, and from who."



    Tuikku's player: "I mostly just picked purses in the marketplace from stuck-up burghers, and also swiped and fenced an ornate ring from a handsome gentleman."




    If you feel the downtime action needs a little something extra, you can also drop in plot hooks:




    GM: "This morning, you caught word that the gentleman has hired a large group of investigators to look for that ring --- for far more coin that the trinket is worth. They're roughing up people for information, and your fence has gone off the radar for their own safety. What's with that thing?"




    You can also ask your player to come up with plot hooks or details of stolen items if you like.



    this way, your player gets to engage in rampant theft and have that as a part of their character without it detracting from everyone else's sessions.






    share|improve this answer































      2














      Actions have consequences




      the last player walks up to Aleyd, shakes her hand and tries to steal
      her purse. Luckily he passes the Sleight of Hand check with ease since
      he rolled a 16+8 (he's a rogue with Expertise).




      Before he rolled, what DC did you assign to the attempt? If you didn't do that ahead of time, then you are setting yourself up for difficulty in the future. The games basic premise is this (Basic Rules, p. 4):




      1. DM describes the environment/situation

      2. Player describes what they want to do.


      3. The DM narrates the results of the adventurers’ actions. (Only roll the dice when the situation is in doubt).



        What DC did you set for the attempt? In the basic rules (p. 61) we find:




      Task Difficulty DC

      Very easy 5

      Easy 10

      Medium 15

      Hard 20

      Very hard 25

      Nearly impossible 30



      If you set a DC of 22, and they rolled a 24 - fine! The rogue pulled it off. (See below). If you set a DC of 25, the rogue failed (24 being the roll+mods) and an angry Captain of the Guard is still shaking the hand of the thief and notices the attempt to steal her purse ... trouble just happened and needs to be resolved. Someone just made an ally into a enemy, or maybe not. Maybe some fast talking can get them out of this - "Captain, I was just showing you how good we are a this undercover stuff ..."

      Will she buy it?



      DMing note: you can always assign disadvantage to a roll for an ability check if the circumstances around it call for that. Is there a reason that you did not assign disadvantage to this blatant attempt at theft? You don't have to, but it seems a valid use of that mechanic.




      The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. (p. 60, basic rulse)




      If the player didn't set up the situation such that the Captain of the Guard was distracted, the sleight-of-hand check will be a lot harder than if she was distracted. Use advantage and disadvantage as a DM. It's there for you to use.



      Lastly, if you didn't first set a DC and the player "just rolled" and you all marveled at the high score, go back to the order of operations 1-3.



      But heck, let's say "this rogue succeeded!" Nice pocket picking there!



      The captain notices her missing purse



      The game world reacts to the characters' decisions.



      Either the Captain knows who she last had a conference with, and suspects that her purse is where they are, or, the Captain (your roll) does or doesn't remember who she was last in a meeting with when she knew where her purse was.



      If you set it up as the latter case, or if you don't want to just decide, make an unmodified Intelligence Ability Check, or an Intelligence (Investigation) check on behalf of the captain. (I'd do it behind the screen ... DC 10 or so is suitable here).




      1. If she misses the roll (your rogue need not know the outcome) she doesn't remember them in association with the purse and thinks she misplaced it.


      2. If she makes the roll, well then, trouble for the rogue.



      If the party gets a visit from the captain ...



      ... a squad of guards (NPC, Town Guard) armed with heavy crossbows, with the Captain leading them, tracks down the party (or just the rogue) and at crossbow point suggests that the rogue return the purse.



      Further consequences are then figured out based on how the party responds.






      share|improve this answer

























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        4 Answers
        4






        active

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        4 Answers
        4






        active

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        active

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        active

        oldest

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        9














        This is not uncommon since many players come from video games, wantonly stealing and murdering NPCs. NPCs in roleplay games tend to be smarter though, and have logic.



        Give them a reputational cost.



        They didn't interact with anyone else. If they check their wallet after, they'll know that it was probably that thief who stole from them. So what do they do? Not fight a bunch of murderhobos. They go to the pub and complain about these so called 'adventurers' who rob and steal from everyone they meet, and then in that village or town, people refuse to serve that thief and anyone associated with them for fear of having their stuff stolen. Don't make it universal, unless they repeatedly do stuff, but if they harass NPCs, NPCs won't want to talk to them unless very seedy, and quest givers won't give them useful info.



        If they had failed the check, the NPC would slap their hand away, swear at them, and march off to tell people how untrustworthy the adventurers were, unless she really really needed them.



        Explain morality. Make sure they know being a thief doesn't mean they are supposed to steal from everyone they meet. Allies are supposed to be safe- just as being a fighter doesn't mean you stick your sword in random allies, being a wizard doesn't mean you turn the local cleric who heals you into a frog, being a thief doesn't mean random stealing.



        Give them a common sense check. Sometimes it would make sense to steal from an ally. A sufficiently mercenary group might want to steal from an ally if there is a valuable enough possession, and that's a quest and a heist. If their ally has a rare and powerful magical item, maybe they can get it off them, and maybe it's worth the reputational cost. A few gold probably isn't worth that risk.






        share|improve this answer



















        • 2





          +1 for the Explain Morality paragraph. Never seen it phrased better.

          – Bloodcinder
          46 mins ago
















        9














        This is not uncommon since many players come from video games, wantonly stealing and murdering NPCs. NPCs in roleplay games tend to be smarter though, and have logic.



        Give them a reputational cost.



        They didn't interact with anyone else. If they check their wallet after, they'll know that it was probably that thief who stole from them. So what do they do? Not fight a bunch of murderhobos. They go to the pub and complain about these so called 'adventurers' who rob and steal from everyone they meet, and then in that village or town, people refuse to serve that thief and anyone associated with them for fear of having their stuff stolen. Don't make it universal, unless they repeatedly do stuff, but if they harass NPCs, NPCs won't want to talk to them unless very seedy, and quest givers won't give them useful info.



        If they had failed the check, the NPC would slap their hand away, swear at them, and march off to tell people how untrustworthy the adventurers were, unless she really really needed them.



        Explain morality. Make sure they know being a thief doesn't mean they are supposed to steal from everyone they meet. Allies are supposed to be safe- just as being a fighter doesn't mean you stick your sword in random allies, being a wizard doesn't mean you turn the local cleric who heals you into a frog, being a thief doesn't mean random stealing.



        Give them a common sense check. Sometimes it would make sense to steal from an ally. A sufficiently mercenary group might want to steal from an ally if there is a valuable enough possession, and that's a quest and a heist. If their ally has a rare and powerful magical item, maybe they can get it off them, and maybe it's worth the reputational cost. A few gold probably isn't worth that risk.






        share|improve this answer



















        • 2





          +1 for the Explain Morality paragraph. Never seen it phrased better.

          – Bloodcinder
          46 mins ago














        9












        9








        9







        This is not uncommon since many players come from video games, wantonly stealing and murdering NPCs. NPCs in roleplay games tend to be smarter though, and have logic.



        Give them a reputational cost.



        They didn't interact with anyone else. If they check their wallet after, they'll know that it was probably that thief who stole from them. So what do they do? Not fight a bunch of murderhobos. They go to the pub and complain about these so called 'adventurers' who rob and steal from everyone they meet, and then in that village or town, people refuse to serve that thief and anyone associated with them for fear of having their stuff stolen. Don't make it universal, unless they repeatedly do stuff, but if they harass NPCs, NPCs won't want to talk to them unless very seedy, and quest givers won't give them useful info.



        If they had failed the check, the NPC would slap their hand away, swear at them, and march off to tell people how untrustworthy the adventurers were, unless she really really needed them.



        Explain morality. Make sure they know being a thief doesn't mean they are supposed to steal from everyone they meet. Allies are supposed to be safe- just as being a fighter doesn't mean you stick your sword in random allies, being a wizard doesn't mean you turn the local cleric who heals you into a frog, being a thief doesn't mean random stealing.



        Give them a common sense check. Sometimes it would make sense to steal from an ally. A sufficiently mercenary group might want to steal from an ally if there is a valuable enough possession, and that's a quest and a heist. If their ally has a rare and powerful magical item, maybe they can get it off them, and maybe it's worth the reputational cost. A few gold probably isn't worth that risk.






        share|improve this answer













        This is not uncommon since many players come from video games, wantonly stealing and murdering NPCs. NPCs in roleplay games tend to be smarter though, and have logic.



        Give them a reputational cost.



        They didn't interact with anyone else. If they check their wallet after, they'll know that it was probably that thief who stole from them. So what do they do? Not fight a bunch of murderhobos. They go to the pub and complain about these so called 'adventurers' who rob and steal from everyone they meet, and then in that village or town, people refuse to serve that thief and anyone associated with them for fear of having their stuff stolen. Don't make it universal, unless they repeatedly do stuff, but if they harass NPCs, NPCs won't want to talk to them unless very seedy, and quest givers won't give them useful info.



        If they had failed the check, the NPC would slap their hand away, swear at them, and march off to tell people how untrustworthy the adventurers were, unless she really really needed them.



        Explain morality. Make sure they know being a thief doesn't mean they are supposed to steal from everyone they meet. Allies are supposed to be safe- just as being a fighter doesn't mean you stick your sword in random allies, being a wizard doesn't mean you turn the local cleric who heals you into a frog, being a thief doesn't mean random stealing.



        Give them a common sense check. Sometimes it would make sense to steal from an ally. A sufficiently mercenary group might want to steal from an ally if there is a valuable enough possession, and that's a quest and a heist. If their ally has a rare and powerful magical item, maybe they can get it off them, and maybe it's worth the reputational cost. A few gold probably isn't worth that risk.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered 1 hour ago









        Nepene NepNepene Nep

        3,292525




        3,292525








        • 2





          +1 for the Explain Morality paragraph. Never seen it phrased better.

          – Bloodcinder
          46 mins ago














        • 2





          +1 for the Explain Morality paragraph. Never seen it phrased better.

          – Bloodcinder
          46 mins ago








        2




        2





        +1 for the Explain Morality paragraph. Never seen it phrased better.

        – Bloodcinder
        46 mins ago





        +1 for the Explain Morality paragraph. Never seen it phrased better.

        – Bloodcinder
        46 mins ago













        3














        In a real situation, no one will ever try that. You talk with someone who can probably kill you in a second and you try to steal her purse ? No way.



        This kind of issue can be from 2 things:




        • The player test your limits and check if you are going to punish that kind of behavior

        • Maybe the player was not really aware that Aleyd can kill him easily or just throw him into jail until the end of his life.


        There's multiple kind of possibles punishment. Throwing the character into jail for years is the logical solution but the player will likely just make a new character.



        Instead of this, you can :




        • make Aleyd confiscate all the player stuff as a fine

        • start a fight between Aleyd and the player. Of course the player's character can't win this fight but Aleyd does not want to kill him, she just want to make a fine and good scar on his face

        • make Aleyd neutralize the player's character, then she says to the rest of the group: "You better look after him, one day you are all gonna die because of its fault"






        share|improve this answer










        New contributor




        Magus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
        Check out our Code of Conduct.

























          3














          In a real situation, no one will ever try that. You talk with someone who can probably kill you in a second and you try to steal her purse ? No way.



          This kind of issue can be from 2 things:




          • The player test your limits and check if you are going to punish that kind of behavior

          • Maybe the player was not really aware that Aleyd can kill him easily or just throw him into jail until the end of his life.


          There's multiple kind of possibles punishment. Throwing the character into jail for years is the logical solution but the player will likely just make a new character.



          Instead of this, you can :




          • make Aleyd confiscate all the player stuff as a fine

          • start a fight between Aleyd and the player. Of course the player's character can't win this fight but Aleyd does not want to kill him, she just want to make a fine and good scar on his face

          • make Aleyd neutralize the player's character, then she says to the rest of the group: "You better look after him, one day you are all gonna die because of its fault"






          share|improve this answer










          New contributor




          Magus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.























            3












            3








            3







            In a real situation, no one will ever try that. You talk with someone who can probably kill you in a second and you try to steal her purse ? No way.



            This kind of issue can be from 2 things:




            • The player test your limits and check if you are going to punish that kind of behavior

            • Maybe the player was not really aware that Aleyd can kill him easily or just throw him into jail until the end of his life.


            There's multiple kind of possibles punishment. Throwing the character into jail for years is the logical solution but the player will likely just make a new character.



            Instead of this, you can :




            • make Aleyd confiscate all the player stuff as a fine

            • start a fight between Aleyd and the player. Of course the player's character can't win this fight but Aleyd does not want to kill him, she just want to make a fine and good scar on his face

            • make Aleyd neutralize the player's character, then she says to the rest of the group: "You better look after him, one day you are all gonna die because of its fault"






            share|improve this answer










            New contributor




            Magus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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            In a real situation, no one will ever try that. You talk with someone who can probably kill you in a second and you try to steal her purse ? No way.



            This kind of issue can be from 2 things:




            • The player test your limits and check if you are going to punish that kind of behavior

            • Maybe the player was not really aware that Aleyd can kill him easily or just throw him into jail until the end of his life.


            There's multiple kind of possibles punishment. Throwing the character into jail for years is the logical solution but the player will likely just make a new character.



            Instead of this, you can :




            • make Aleyd confiscate all the player stuff as a fine

            • start a fight between Aleyd and the player. Of course the player's character can't win this fight but Aleyd does not want to kill him, she just want to make a fine and good scar on his face

            • make Aleyd neutralize the player's character, then she says to the rest of the group: "You better look after him, one day you are all gonna die because of its fault"







            share|improve this answer










            New contributor




            Magus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.









            share|improve this answer



            share|improve this answer








            edited 1 hour ago









            Nepene Nep

            3,292525




            3,292525






            New contributor




            Magus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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            answered 1 hour ago









            MagusMagus

            1273




            1273




            New contributor




            Magus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.





            New contributor





            Magus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.






            Magus is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.























                2














                Don't let the player derail things



                Many players who are new to tabletop RPGs enjoy the feeling of liberty that stems from not being subject to a rigid mechanical engine, like in a computer game or a board game. This makes trying unconventional things like petty theft very appealing to some.



                However, pulling off stunts like this detracts from an even bigger concern: a tabletop RPG is supposed to be something that you do together, as a group activity. Wanton theft and other troublemaking can quickly change the game from "a group of heroes adventuring together" to "Tuikku the Rogue stirs trouble and everyone has to fix it, every time". That's where approaches relying on in-game consequences fail --- even if you punish just the thief in question, and even if the punishment is fair, it still winds up drawing lots of time and energy from the entire group.



                Therefore, as you've already opened conversation with the player in question, the next time they want to do something that'd potentially cause trouble for the entire party, say something like this:




                Doing that would likely result in the rest of the session being spent to undo whatever damage or complications might happen. Given the magnitude of the decision you're making, I'm sorry but I'm not letting you do it unless everyone is on board.




                (remember that everyone includes yourself. It's not something you should do lightly, but if you're uncomfortable accommodating for any player action, you have every right to veto them)



                This has worked well for me beforehand --- the strong point is that it forces the player to consider the consequences of their actions on the whole game. Are cheap laughs or exercising their theft skills just for some coins really worth of half an hour of everyone's table time to resolve the incident and its aftermath? It's also flexible, as the same argument applies equally to murdering non-threatening NPCs and similar "rash" decisions.



                Alternatives for sticky-fingered PCs



                That said, if your player wants to maintain theft as a part of their character, you have options that don't require stealing the focus or risking the party at the table. One option is encouraging thievery as a Downtime activity, making the character earn some additional coin between adventures. You can ask the player to cover their crime sprees in a few sentences:




                GM: "Ok, it's been four days since your last adventure. Do I remember correctly that Tuikku the Rogue was doing theft as a downtime activity? Roll how much money you made, and then briefly describe what you stole during that time, and from who."



                Tuikku's player: "I mostly just picked purses in the marketplace from stuck-up burghers, and also swiped and fenced an ornate ring from a handsome gentleman."




                If you feel the downtime action needs a little something extra, you can also drop in plot hooks:




                GM: "This morning, you caught word that the gentleman has hired a large group of investigators to look for that ring --- for far more coin that the trinket is worth. They're roughing up people for information, and your fence has gone off the radar for their own safety. What's with that thing?"




                You can also ask your player to come up with plot hooks or details of stolen items if you like.



                this way, your player gets to engage in rampant theft and have that as a part of their character without it detracting from everyone else's sessions.






                share|improve this answer




























                  2














                  Don't let the player derail things



                  Many players who are new to tabletop RPGs enjoy the feeling of liberty that stems from not being subject to a rigid mechanical engine, like in a computer game or a board game. This makes trying unconventional things like petty theft very appealing to some.



                  However, pulling off stunts like this detracts from an even bigger concern: a tabletop RPG is supposed to be something that you do together, as a group activity. Wanton theft and other troublemaking can quickly change the game from "a group of heroes adventuring together" to "Tuikku the Rogue stirs trouble and everyone has to fix it, every time". That's where approaches relying on in-game consequences fail --- even if you punish just the thief in question, and even if the punishment is fair, it still winds up drawing lots of time and energy from the entire group.



                  Therefore, as you've already opened conversation with the player in question, the next time they want to do something that'd potentially cause trouble for the entire party, say something like this:




                  Doing that would likely result in the rest of the session being spent to undo whatever damage or complications might happen. Given the magnitude of the decision you're making, I'm sorry but I'm not letting you do it unless everyone is on board.




                  (remember that everyone includes yourself. It's not something you should do lightly, but if you're uncomfortable accommodating for any player action, you have every right to veto them)



                  This has worked well for me beforehand --- the strong point is that it forces the player to consider the consequences of their actions on the whole game. Are cheap laughs or exercising their theft skills just for some coins really worth of half an hour of everyone's table time to resolve the incident and its aftermath? It's also flexible, as the same argument applies equally to murdering non-threatening NPCs and similar "rash" decisions.



                  Alternatives for sticky-fingered PCs



                  That said, if your player wants to maintain theft as a part of their character, you have options that don't require stealing the focus or risking the party at the table. One option is encouraging thievery as a Downtime activity, making the character earn some additional coin between adventures. You can ask the player to cover their crime sprees in a few sentences:




                  GM: "Ok, it's been four days since your last adventure. Do I remember correctly that Tuikku the Rogue was doing theft as a downtime activity? Roll how much money you made, and then briefly describe what you stole during that time, and from who."



                  Tuikku's player: "I mostly just picked purses in the marketplace from stuck-up burghers, and also swiped and fenced an ornate ring from a handsome gentleman."




                  If you feel the downtime action needs a little something extra, you can also drop in plot hooks:




                  GM: "This morning, you caught word that the gentleman has hired a large group of investigators to look for that ring --- for far more coin that the trinket is worth. They're roughing up people for information, and your fence has gone off the radar for their own safety. What's with that thing?"




                  You can also ask your player to come up with plot hooks or details of stolen items if you like.



                  this way, your player gets to engage in rampant theft and have that as a part of their character without it detracting from everyone else's sessions.






                  share|improve this answer


























                    2












                    2








                    2







                    Don't let the player derail things



                    Many players who are new to tabletop RPGs enjoy the feeling of liberty that stems from not being subject to a rigid mechanical engine, like in a computer game or a board game. This makes trying unconventional things like petty theft very appealing to some.



                    However, pulling off stunts like this detracts from an even bigger concern: a tabletop RPG is supposed to be something that you do together, as a group activity. Wanton theft and other troublemaking can quickly change the game from "a group of heroes adventuring together" to "Tuikku the Rogue stirs trouble and everyone has to fix it, every time". That's where approaches relying on in-game consequences fail --- even if you punish just the thief in question, and even if the punishment is fair, it still winds up drawing lots of time and energy from the entire group.



                    Therefore, as you've already opened conversation with the player in question, the next time they want to do something that'd potentially cause trouble for the entire party, say something like this:




                    Doing that would likely result in the rest of the session being spent to undo whatever damage or complications might happen. Given the magnitude of the decision you're making, I'm sorry but I'm not letting you do it unless everyone is on board.




                    (remember that everyone includes yourself. It's not something you should do lightly, but if you're uncomfortable accommodating for any player action, you have every right to veto them)



                    This has worked well for me beforehand --- the strong point is that it forces the player to consider the consequences of their actions on the whole game. Are cheap laughs or exercising their theft skills just for some coins really worth of half an hour of everyone's table time to resolve the incident and its aftermath? It's also flexible, as the same argument applies equally to murdering non-threatening NPCs and similar "rash" decisions.



                    Alternatives for sticky-fingered PCs



                    That said, if your player wants to maintain theft as a part of their character, you have options that don't require stealing the focus or risking the party at the table. One option is encouraging thievery as a Downtime activity, making the character earn some additional coin between adventures. You can ask the player to cover their crime sprees in a few sentences:




                    GM: "Ok, it's been four days since your last adventure. Do I remember correctly that Tuikku the Rogue was doing theft as a downtime activity? Roll how much money you made, and then briefly describe what you stole during that time, and from who."



                    Tuikku's player: "I mostly just picked purses in the marketplace from stuck-up burghers, and also swiped and fenced an ornate ring from a handsome gentleman."




                    If you feel the downtime action needs a little something extra, you can also drop in plot hooks:




                    GM: "This morning, you caught word that the gentleman has hired a large group of investigators to look for that ring --- for far more coin that the trinket is worth. They're roughing up people for information, and your fence has gone off the radar for their own safety. What's with that thing?"




                    You can also ask your player to come up with plot hooks or details of stolen items if you like.



                    this way, your player gets to engage in rampant theft and have that as a part of their character without it detracting from everyone else's sessions.






                    share|improve this answer













                    Don't let the player derail things



                    Many players who are new to tabletop RPGs enjoy the feeling of liberty that stems from not being subject to a rigid mechanical engine, like in a computer game or a board game. This makes trying unconventional things like petty theft very appealing to some.



                    However, pulling off stunts like this detracts from an even bigger concern: a tabletop RPG is supposed to be something that you do together, as a group activity. Wanton theft and other troublemaking can quickly change the game from "a group of heroes adventuring together" to "Tuikku the Rogue stirs trouble and everyone has to fix it, every time". That's where approaches relying on in-game consequences fail --- even if you punish just the thief in question, and even if the punishment is fair, it still winds up drawing lots of time and energy from the entire group.



                    Therefore, as you've already opened conversation with the player in question, the next time they want to do something that'd potentially cause trouble for the entire party, say something like this:




                    Doing that would likely result in the rest of the session being spent to undo whatever damage or complications might happen. Given the magnitude of the decision you're making, I'm sorry but I'm not letting you do it unless everyone is on board.




                    (remember that everyone includes yourself. It's not something you should do lightly, but if you're uncomfortable accommodating for any player action, you have every right to veto them)



                    This has worked well for me beforehand --- the strong point is that it forces the player to consider the consequences of their actions on the whole game. Are cheap laughs or exercising their theft skills just for some coins really worth of half an hour of everyone's table time to resolve the incident and its aftermath? It's also flexible, as the same argument applies equally to murdering non-threatening NPCs and similar "rash" decisions.



                    Alternatives for sticky-fingered PCs



                    That said, if your player wants to maintain theft as a part of their character, you have options that don't require stealing the focus or risking the party at the table. One option is encouraging thievery as a Downtime activity, making the character earn some additional coin between adventures. You can ask the player to cover their crime sprees in a few sentences:




                    GM: "Ok, it's been four days since your last adventure. Do I remember correctly that Tuikku the Rogue was doing theft as a downtime activity? Roll how much money you made, and then briefly describe what you stole during that time, and from who."



                    Tuikku's player: "I mostly just picked purses in the marketplace from stuck-up burghers, and also swiped and fenced an ornate ring from a handsome gentleman."




                    If you feel the downtime action needs a little something extra, you can also drop in plot hooks:




                    GM: "This morning, you caught word that the gentleman has hired a large group of investigators to look for that ring --- for far more coin that the trinket is worth. They're roughing up people for information, and your fence has gone off the radar for their own safety. What's with that thing?"




                    You can also ask your player to come up with plot hooks or details of stolen items if you like.



                    this way, your player gets to engage in rampant theft and have that as a part of their character without it detracting from everyone else's sessions.







                    share|improve this answer












                    share|improve this answer



                    share|improve this answer










                    answered 36 mins ago









                    kviirikviiri

                    34.3k8129198




                    34.3k8129198























                        2














                        Actions have consequences




                        the last player walks up to Aleyd, shakes her hand and tries to steal
                        her purse. Luckily he passes the Sleight of Hand check with ease since
                        he rolled a 16+8 (he's a rogue with Expertise).




                        Before he rolled, what DC did you assign to the attempt? If you didn't do that ahead of time, then you are setting yourself up for difficulty in the future. The games basic premise is this (Basic Rules, p. 4):




                        1. DM describes the environment/situation

                        2. Player describes what they want to do.


                        3. The DM narrates the results of the adventurers’ actions. (Only roll the dice when the situation is in doubt).



                          What DC did you set for the attempt? In the basic rules (p. 61) we find:




                        Task Difficulty DC

                        Very easy 5

                        Easy 10

                        Medium 15

                        Hard 20

                        Very hard 25

                        Nearly impossible 30



                        If you set a DC of 22, and they rolled a 24 - fine! The rogue pulled it off. (See below). If you set a DC of 25, the rogue failed (24 being the roll+mods) and an angry Captain of the Guard is still shaking the hand of the thief and notices the attempt to steal her purse ... trouble just happened and needs to be resolved. Someone just made an ally into a enemy, or maybe not. Maybe some fast talking can get them out of this - "Captain, I was just showing you how good we are a this undercover stuff ..."

                        Will she buy it?



                        DMing note: you can always assign disadvantage to a roll for an ability check if the circumstances around it call for that. Is there a reason that you did not assign disadvantage to this blatant attempt at theft? You don't have to, but it seems a valid use of that mechanic.




                        The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. (p. 60, basic rulse)




                        If the player didn't set up the situation such that the Captain of the Guard was distracted, the sleight-of-hand check will be a lot harder than if she was distracted. Use advantage and disadvantage as a DM. It's there for you to use.



                        Lastly, if you didn't first set a DC and the player "just rolled" and you all marveled at the high score, go back to the order of operations 1-3.



                        But heck, let's say "this rogue succeeded!" Nice pocket picking there!



                        The captain notices her missing purse



                        The game world reacts to the characters' decisions.



                        Either the Captain knows who she last had a conference with, and suspects that her purse is where they are, or, the Captain (your roll) does or doesn't remember who she was last in a meeting with when she knew where her purse was.



                        If you set it up as the latter case, or if you don't want to just decide, make an unmodified Intelligence Ability Check, or an Intelligence (Investigation) check on behalf of the captain. (I'd do it behind the screen ... DC 10 or so is suitable here).




                        1. If she misses the roll (your rogue need not know the outcome) she doesn't remember them in association with the purse and thinks she misplaced it.


                        2. If she makes the roll, well then, trouble for the rogue.



                        If the party gets a visit from the captain ...



                        ... a squad of guards (NPC, Town Guard) armed with heavy crossbows, with the Captain leading them, tracks down the party (or just the rogue) and at crossbow point suggests that the rogue return the purse.



                        Further consequences are then figured out based on how the party responds.






                        share|improve this answer






























                          2














                          Actions have consequences




                          the last player walks up to Aleyd, shakes her hand and tries to steal
                          her purse. Luckily he passes the Sleight of Hand check with ease since
                          he rolled a 16+8 (he's a rogue with Expertise).




                          Before he rolled, what DC did you assign to the attempt? If you didn't do that ahead of time, then you are setting yourself up for difficulty in the future. The games basic premise is this (Basic Rules, p. 4):




                          1. DM describes the environment/situation

                          2. Player describes what they want to do.


                          3. The DM narrates the results of the adventurers’ actions. (Only roll the dice when the situation is in doubt).



                            What DC did you set for the attempt? In the basic rules (p. 61) we find:




                          Task Difficulty DC

                          Very easy 5

                          Easy 10

                          Medium 15

                          Hard 20

                          Very hard 25

                          Nearly impossible 30



                          If you set a DC of 22, and they rolled a 24 - fine! The rogue pulled it off. (See below). If you set a DC of 25, the rogue failed (24 being the roll+mods) and an angry Captain of the Guard is still shaking the hand of the thief and notices the attempt to steal her purse ... trouble just happened and needs to be resolved. Someone just made an ally into a enemy, or maybe not. Maybe some fast talking can get them out of this - "Captain, I was just showing you how good we are a this undercover stuff ..."

                          Will she buy it?



                          DMing note: you can always assign disadvantage to a roll for an ability check if the circumstances around it call for that. Is there a reason that you did not assign disadvantage to this blatant attempt at theft? You don't have to, but it seems a valid use of that mechanic.




                          The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. (p. 60, basic rulse)




                          If the player didn't set up the situation such that the Captain of the Guard was distracted, the sleight-of-hand check will be a lot harder than if she was distracted. Use advantage and disadvantage as a DM. It's there for you to use.



                          Lastly, if you didn't first set a DC and the player "just rolled" and you all marveled at the high score, go back to the order of operations 1-3.



                          But heck, let's say "this rogue succeeded!" Nice pocket picking there!



                          The captain notices her missing purse



                          The game world reacts to the characters' decisions.



                          Either the Captain knows who she last had a conference with, and suspects that her purse is where they are, or, the Captain (your roll) does or doesn't remember who she was last in a meeting with when she knew where her purse was.



                          If you set it up as the latter case, or if you don't want to just decide, make an unmodified Intelligence Ability Check, or an Intelligence (Investigation) check on behalf of the captain. (I'd do it behind the screen ... DC 10 or so is suitable here).




                          1. If she misses the roll (your rogue need not know the outcome) she doesn't remember them in association with the purse and thinks she misplaced it.


                          2. If she makes the roll, well then, trouble for the rogue.



                          If the party gets a visit from the captain ...



                          ... a squad of guards (NPC, Town Guard) armed with heavy crossbows, with the Captain leading them, tracks down the party (or just the rogue) and at crossbow point suggests that the rogue return the purse.



                          Further consequences are then figured out based on how the party responds.






                          share|improve this answer




























                            2












                            2








                            2







                            Actions have consequences




                            the last player walks up to Aleyd, shakes her hand and tries to steal
                            her purse. Luckily he passes the Sleight of Hand check with ease since
                            he rolled a 16+8 (he's a rogue with Expertise).




                            Before he rolled, what DC did you assign to the attempt? If you didn't do that ahead of time, then you are setting yourself up for difficulty in the future. The games basic premise is this (Basic Rules, p. 4):




                            1. DM describes the environment/situation

                            2. Player describes what they want to do.


                            3. The DM narrates the results of the adventurers’ actions. (Only roll the dice when the situation is in doubt).



                              What DC did you set for the attempt? In the basic rules (p. 61) we find:




                            Task Difficulty DC

                            Very easy 5

                            Easy 10

                            Medium 15

                            Hard 20

                            Very hard 25

                            Nearly impossible 30



                            If you set a DC of 22, and they rolled a 24 - fine! The rogue pulled it off. (See below). If you set a DC of 25, the rogue failed (24 being the roll+mods) and an angry Captain of the Guard is still shaking the hand of the thief and notices the attempt to steal her purse ... trouble just happened and needs to be resolved. Someone just made an ally into a enemy, or maybe not. Maybe some fast talking can get them out of this - "Captain, I was just showing you how good we are a this undercover stuff ..."

                            Will she buy it?



                            DMing note: you can always assign disadvantage to a roll for an ability check if the circumstances around it call for that. Is there a reason that you did not assign disadvantage to this blatant attempt at theft? You don't have to, but it seems a valid use of that mechanic.




                            The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. (p. 60, basic rulse)




                            If the player didn't set up the situation such that the Captain of the Guard was distracted, the sleight-of-hand check will be a lot harder than if she was distracted. Use advantage and disadvantage as a DM. It's there for you to use.



                            Lastly, if you didn't first set a DC and the player "just rolled" and you all marveled at the high score, go back to the order of operations 1-3.



                            But heck, let's say "this rogue succeeded!" Nice pocket picking there!



                            The captain notices her missing purse



                            The game world reacts to the characters' decisions.



                            Either the Captain knows who she last had a conference with, and suspects that her purse is where they are, or, the Captain (your roll) does or doesn't remember who she was last in a meeting with when she knew where her purse was.



                            If you set it up as the latter case, or if you don't want to just decide, make an unmodified Intelligence Ability Check, or an Intelligence (Investigation) check on behalf of the captain. (I'd do it behind the screen ... DC 10 or so is suitable here).




                            1. If she misses the roll (your rogue need not know the outcome) she doesn't remember them in association with the purse and thinks she misplaced it.


                            2. If she makes the roll, well then, trouble for the rogue.



                            If the party gets a visit from the captain ...



                            ... a squad of guards (NPC, Town Guard) armed with heavy crossbows, with the Captain leading them, tracks down the party (or just the rogue) and at crossbow point suggests that the rogue return the purse.



                            Further consequences are then figured out based on how the party responds.






                            share|improve this answer















                            Actions have consequences




                            the last player walks up to Aleyd, shakes her hand and tries to steal
                            her purse. Luckily he passes the Sleight of Hand check with ease since
                            he rolled a 16+8 (he's a rogue with Expertise).




                            Before he rolled, what DC did you assign to the attempt? If you didn't do that ahead of time, then you are setting yourself up for difficulty in the future. The games basic premise is this (Basic Rules, p. 4):




                            1. DM describes the environment/situation

                            2. Player describes what they want to do.


                            3. The DM narrates the results of the adventurers’ actions. (Only roll the dice when the situation is in doubt).



                              What DC did you set for the attempt? In the basic rules (p. 61) we find:




                            Task Difficulty DC

                            Very easy 5

                            Easy 10

                            Medium 15

                            Hard 20

                            Very hard 25

                            Nearly impossible 30



                            If you set a DC of 22, and they rolled a 24 - fine! The rogue pulled it off. (See below). If you set a DC of 25, the rogue failed (24 being the roll+mods) and an angry Captain of the Guard is still shaking the hand of the thief and notices the attempt to steal her purse ... trouble just happened and needs to be resolved. Someone just made an ally into a enemy, or maybe not. Maybe some fast talking can get them out of this - "Captain, I was just showing you how good we are a this undercover stuff ..."

                            Will she buy it?



                            DMing note: you can always assign disadvantage to a roll for an ability check if the circumstances around it call for that. Is there a reason that you did not assign disadvantage to this blatant attempt at theft? You don't have to, but it seems a valid use of that mechanic.




                            The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. (p. 60, basic rulse)




                            If the player didn't set up the situation such that the Captain of the Guard was distracted, the sleight-of-hand check will be a lot harder than if she was distracted. Use advantage and disadvantage as a DM. It's there for you to use.



                            Lastly, if you didn't first set a DC and the player "just rolled" and you all marveled at the high score, go back to the order of operations 1-3.



                            But heck, let's say "this rogue succeeded!" Nice pocket picking there!



                            The captain notices her missing purse



                            The game world reacts to the characters' decisions.



                            Either the Captain knows who she last had a conference with, and suspects that her purse is where they are, or, the Captain (your roll) does or doesn't remember who she was last in a meeting with when she knew where her purse was.



                            If you set it up as the latter case, or if you don't want to just decide, make an unmodified Intelligence Ability Check, or an Intelligence (Investigation) check on behalf of the captain. (I'd do it behind the screen ... DC 10 or so is suitable here).




                            1. If she misses the roll (your rogue need not know the outcome) she doesn't remember them in association with the purse and thinks she misplaced it.


                            2. If she makes the roll, well then, trouble for the rogue.



                            If the party gets a visit from the captain ...



                            ... a squad of guards (NPC, Town Guard) armed with heavy crossbows, with the Captain leading them, tracks down the party (or just the rogue) and at crossbow point suggests that the rogue return the purse.



                            Further consequences are then figured out based on how the party responds.







                            share|improve this answer














                            share|improve this answer



                            share|improve this answer








                            edited 7 mins ago

























                            answered 20 mins ago









                            KorvinStarmastKorvinStarmast

                            75.5k17237412




                            75.5k17237412






























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