Woah woah, I said I wanted a DnD board, not research.Silly pingpeppy :D
Btw, hao2get custom figurine thingies for the boards?
-What do you do?BREAK DOOR DOWN!-I don't think that's necessaryBREAK IT!!-You break the unlocked door down and proceed to a dock, there is a chest to your left and a few boats docked at the port sideBREAK CHEST!-It's not locked either mind you, bet you're still going to break itOFFICE THUG SMASH!!-You break the chest open, ass.BREAK BOATS!!-You run up to a boat to punch a hole in it or something but you slip and fall in the water, you can't swim!WATER HAZARDS? SAVING THROW! LET ME MAKE A SAVING THROW!!
When the game is actually running, the GM should know enough about the plot so that he or she can fudge things that aren't explained in the book. Players are notorious for dodging around stories, thinking of things the writers and the GMs never would have dreamed of thinking of, and foiling the best-laid plans of any GM. Rather than telling a player, "no, you can't do that!" tell them, "OK, here's what happens when you do this." If I know a player is about to do something inordinately stupid, I usually allow them to make a roll against intelligence to determine if their character "senses danger." Or, if they get themselves killed through utter stupidity, I usually allow them to take the action back, depending on the situation. If it was something they should have seen coming, then I'm not so forgiving.
Also muffinmix this might be something to show too your friend:
This whole thread made me buy a starter kit for D&D