Short and sweet:
Group of PCs is trying to take down a big bad villain. Said villain has taken a member of the group hostage. One character (let's call her Princess Twinkletoes, since she's a runaway princess and a dancer and... yadda yadda yadda), having high charisma and ranks in diplomacy and bluff, goes to negotiate. She rolls VERY WELL.
Now,
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On the other hand, if a tricked out fighter burst into the room, yelling a battle cry, rolled a crit for perceiving the ambush, and the GM said, "Sure, you see the archers! And they fill you full of holes. No, you don't get to roll anything, because you were just stupid," then that'd be pretty crappy.
I think a GM's best friend is the dual-question of: "Are you sure that's a good idea?" and "What's your character's goal, here?"
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I think a GM's best friend is the dual-question of: "Are you sure that's a good idea?" and "What's your character's goal, here?"
True. Mostly I want to leave room for (and encourage) the players to come up with ideas on their own, with the possibility they could be bad ideas*, without penalizing them for not knowing things their (highly trained) characters would. Which is why I agree with that question, with the proviso that sometimes it gets asked when you have an unorthodox good idea.
* Not bad as in 'Rocks Fall, Everyone Dies', but bad as in 'Suddenly your characters' lives got a lot more dramatic, in the 'added complications' sense'. TPKs are no fun for anyone, with the exception of (maybe) heroic and willing sacrifices at the end of a game.
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While the OP's example is funny and the player may well have gotten exactly what she deserved, I've seen enough DMs insist on their NPCs winning every encounter because the party was "stupid" to agree that this is a valid point. Just because a DM may be an evil genius doesn't mean that every one of their NPCs should be as well.
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The Dice can't fill in for player mistakes. Sucks that she got mad, but she really kinda overreacted.
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