@Pyrephox said in GMs: Typical Player/GM Bad Habits:
When I am the Player, from GMs:
No-selling character skills and abilities. I don't want or expect a single PC ability to be an instant win button on any scenario, but the times when GMs have shut down or bent over backwards to decide a character's extremely relevant skills/abilities Just Don't Work because they didn't think about them when building the challenge is kinda silly. And makes me grumpy. This definitely ties into the school of thought of "Social skills aren't 'mind control', so you will never persuade an NPC to ever give up anything that they don't want to or to back down when I want a combat or to do anything against their best interests, no matter how the rules for the skills are written or how well you roll," but it's not exclusive to that.
Just...let PCs be good at their stuff. A single case of 'oh my, the telepath meets someone immune to mind-reading' can be fun, dramatic, and honestly pretty amazing if it's played well. But the fifth time in as many sessions? At that point, it's just frustration and boredom.
This. This. This. This. This. This. THIIIIIIS.
I get it, it's frustrating AF when a PC with a certain build can wreck your carefully-crafted plot, or a single, off-the-wall, amazing idea or bit of teamwork ingenuity turns an overwhelming encounter into a trivial one.
But for the love of Crom, let your players SHINE when they do something awesome. Let them have that win. You don't need to bring their personal kryptonite to every single scene. If it's becomming that much of an issue, where one player is dominating everything with his unkillable build, discuss it with them, let them know other players need to shine, too.
Even just make something partially work, or start to become effective without quite winning. But do not absolutely just no-sell every single character you have there because you don't want the scenario to be too easy. Your Big Bad is not the star of the show, the PCs are.