Feefait said: The scenario in question of them being "dumbasses", and i use that term lightly, was not in the plans really. I had it prepared just in case, but they had been meant to be farther north. I had actually removed the boss from the dungeon to go get more troops as they had killed a lot of his patrols. Instead of zigging to his now open fortress they zagged to his supply station. This was an issue because I like to keep my world "living", with people continuing to move beyond the window the players see. The party, unfortunately, had just lost 2 players due to time constraints just as they pulled up to the tower he was staying at. Knowing they 99/100 times solve the encounter with violence I set the scene for them to have multiple paths to set the encounter as they wanted. He was in the basement of said rickety, run down guard tower in the middle of a very dry drought. Kindling was aplenty. Ropes, chains, etc etc were all available. They chose to fight their way in, and confront him head on despite being down 2 players and having alternate solutions. In this case I say yes, they were kind of dumb. However it all worked out, so I guess that's my fault for underestimating them :) Now I could have punished them and gone full out as intended with what was supposed to be a major antagonist. Instead he "forgot" he had a feat, he didn't use a certain ability and overall he fought hard, but not deadly. This is not a group where I am comfortable killing a player right out. We cannot afford to lose anyone. What if instead of punishing or not punishing them, or fudging (as appears to be your solution here), you simply played for stakes that everyone bought into? For example, what was this villain attempting to accomplish when he was confronted? The dramatic question of the scene could have been about the PCs stopping him from doing that and, if they failed to stop him, the scene ends with the PCs' loss and the villain's win. The villain is completing work on the Doomsday Apparatus and he'll complete it and fire it at the moon unless they stop him. His goons try to keep the PCs busy while he makes 5 full round action skill checks, attacking or moving only if he must. If he succeeds, he sets off the device and escapes and the repercussions ensue and the PCs aren't dead. It's clear you didn't really want death on the table (fudging is a clear sign the DM isn't bought into the stakes of the scene), so it's a simple thing to reset the stakes of the scene to something else that is just as exciting. Something to consider, anyway. I play with a guy who once had frost giants throw crystallized rust monsters at us in 2e at about 12th level, destroying everything we had just because he thought it would be funny. He still tells the story years later. It was not cool, and punishing. He basically wanted a hard reset as he was feeling like he had given us too much stuff. I think 'punishment' can work... if done right. Anything works with buy-in and nothing works well without it. I make sure I have the buy-in of players as to the stakes of the scene. If they want death or loss of property on the line, we collaborate on that before the scene begins. Kadaeux S. said: I'll be honest. With my players I usually set down, at the very start, that I won't punish without reason. If a player cheats, i'm not going to yell at them, their character will receive the punishment in some way. If the player is causing problems with other players, their character/s suffer the consequences of that. I find that problematic behaviour and cheating tends to end quickly when it is their uber-badass of doombringing stormcaller who is the one copping the penalty instead of ending in a shouting match. Shouting matches get nowhere. Applying the penalty to the character allows you to end the argument/discussion and move things on by perhaps even offering up new opportunities. I find the opposite is true. A direct but polite conversation about problematic behavior is all I've ever needed to resolve an issue and if it can't be resolved, it's easy enough to part ways. I see attempts at behavior modification through in-game means as a waste of everyone's valuable game time. Adam S. said: Haven't posted in this forum I think in a while, thought I would toot my own opinion heh. Before game, I have probably rejected ten times over the amount of interested players over the years for games I have run. But, punishing a player in game, I can't say I have ever done that per say. I have always believed if there is a problem with a player, whether its, clear abuse of a mechanic of the game (intentional or not), disruptive behavior (OOC or IC) enough to upset a player or more, no shows, consistent tardiness enough to impact game time, or even cheating/general uncalled for unpleasantness I pull em aside and have talk with em. To me, communication is the only road for me. Sometimes it works, other time folks do not agree and part ways. It happens, not everyone is gonna agree, and you find another for your game. Life goes on. Cool. I find that's the most mature and respectful way to approach these situations. I wish more GMs would take that tact.