[RPG] How to convey the disappointment in players ignoring huge hints

dnd-5eplayer-agencyplayer-communication

Yesterday's game was nice and intense, but at some point my fellow players disappointed me, heavily.

We're not allowed to say technical things about the game.

Basically we had this dragon that was very much damaged, prone and slowed. We also were very low in our resources, especially hit points and we didn't have the opportunity to take a short rest before the dragon fight.

The monk knocked the dragon prone and said "Attack him with your melee weapons". Then I (bard) slowed the dragon, I read the spell effect aloud (that's allowed) and my character translated it as "Just hit and go back, the dragon is too slow to surprise you with a hit".

Then the ranger, level 7, 15 feet from the dragon, takes his bow and attacks the dragon, only once, and misses, then says "I end my turn". The DM, who never asks this, asked "Are you sure?". The player answered "yes". I facepalmed. The DM says "you could have multiattacked and fetched an advantage by going melee". The paladin makes the random note that "multiattack is a very nice feature".

The very next turn is the paladin's turn, level 6, 20 feet from the dragon, goes in melee and attacks with their weapon, and hits. But no smite. Then moves back and says "I end my turn". I facepalmed again. The DM repeated his question, "are you sure?", which he never ever asked before the previous turn! The paladin's player said "yes". The DM reminds the player that he said "multiattack is a very nice feature so why didn't you use it?" – The paladin player says that his character is badly wounded and that it makes sense that he's not giving all he can. I facepalmed again.

The next turn, the dragon escaped. We later learned that it had 20 HP left, basically we were 1-2 hits away from killing it.

Now the ranger player has a difficulty retaining all his character's capabilities, and the paladin player is customary of random handling of their character and finding weird excuses to explain it when we show it to him.

How can I explain to them that they should pay attention to what each other character say, and that at this point my fun is greatly reduced because we try to make it easy for them to understand the situation and they just don't pay attention, and do random, unthought actions instead?


Answers to questions and assumptions made in comments and other answers.

  • While I personnally want to play optimally, I accept that everybody doesn't play like that and has different playstyle. I don't want to play a tactical game, even though between the DM, the monk and myself, it's clear that we're the three trying to optimize our moves. However, I don't want everybody to play optimally, but also, I don't think it's wise to play against a dragon (our first in this campaign) just like we're level 1 players.
  • This campaign started in January 2019 (so is running for 2.5 years), with one session every 4 weeks, plus a few extras during last year's confinment. Both the ranger and the paladin started the campaign, I joined in November 2019. We passed level 5 last year (that's the level where both players got multiattack). The ranger plays 3 TTRPG each month but I believe his introduction to TTRPG was with our campaign. The paladin plays several TTRPG each month as well and has been playing for a long time before our campaign started.
  • I don't believe the paladin made their move intentionnally, but I may be wrong. As mentioned, the paladin has a background of trying to roleplay mistakes as if it was intended. I believe this is what happened in this scenario.

Best Answer

It sounds to me like you're running some intermediate players in an expert-mode game.

I think it's completely ridiculous to have a ban on talking about mechanical terms at the table. D&D is a complicated game with a lot of intricate interactions that can be hard to keep track of even for expert players. Making it illegal to even talk about that complexity just makes the game even more difficult, especially for players who just aren't that invested in learning all the rules by memory.

Vaguely hinting that a player could possibly do more and then acting all grumpy and superior when the player doesn't pick up on it is exactly the kind of thing that's going to frustrate people who don't know the game rules off the top of their heads. The DM giving a clear and concise reminder like "Remember that you have Extra Attack now, so you can make two attack rolls" or "You can shoot arrows if you want to, but as a reminder, the dragon is prone right now, so melee attacks get advantage" is a vastly better way to help players without coming off like a jerk. But you have, as a group, decided to prioritize supposed "realism" over communicating clearly, I guess, so the price of that is that some of the players will miss things and fail to understand why the DM and more experienced players keep dropping vague hints and harassing them about being sure.

In my experience, there are some players who absolutely hate even the implication that they have made a mistake, and it's particularly common among intermediate-level players. They're beyond the beginner stage where they need to be guided through things, but have not yet reached mastery (and may never get there*). They resent "helpful" advice, often characterizing it as "trying to play my character for me" or "being a know-it-all". They feel like they're pretty good at the game, and being told they've done it wrong (or worse, not wrong, but merely 'sub-optimally') makes them feel like the 'expert' is being pushy rather than helpful. I know -- I've been the expert player. I didn't mean anything but to help, but it came off like trying to grab the steering wheel away from them and caused a major problem at the table.

I don't think the Paladin honestly did that on purpose. They forgot about their extra attack, and made up an excuse to pretend they totally meant to do that. Which is childish but honestly, I'm not sure I can blame them in this situation.

*Some players simply don't have the ability or interest to learn all of a massive rule-set by heart. I know players who've been playing D&D for over 20 years and 5th edition since it came out, but will still ask things like "What does 'prone' do, again?" We all have a limited amount a brain-space, and some people aren't willing or able to dedicate that much of it to D&D. Heck, even I get rules wrong and have to be corrected, and I'm usually the walking rules encyclopedia at my table.