D&D 5E I'm the DM and a player is trying to abuse the Immovable Rod. Advice?

Nevaroth

Villager
In my campaign I had the party start at lvl 10 and allowed them each to start with 1 rare magical item. One player (A monk) asked if he could instead have 2 uncommon items, and I said that would be fine (A rare magical item can cost much more than 2 uncommon items). It turns out the player chose to have 2 immovable rods, and had a hammer head attached to the end to make them a light hammer that he can also use as a weapon. This at first didn't seem like a problem, I was wrong.

Every time the party gets into an encounter he will try to make an attack on the creature. If he hits with both his attacks he states he hits the enemy in a way where he can lock the immovable rod just perfectly to prevent the creature from being able to move. (Normally he says he perfectly locks the hammers around their neck and presses the button so that they become permanently restrained. In one instance he said he locked it around this creatures neck in a way that the creature could not even turn around, and then he would just attack it from behind with it completely helpless). Every single encounter he states he uses his hammer to restrain the enemy. He's even tried saying that when he hits a cloaker he was fighting that he used the hammer to pierce its tail and pin it to the ground (and press the button to lock the hammer in place).

Its become to the point where every one of his attacks he tries to envoke restrain with his immovable rods. With the rods requiring a DC 30 strength check to move them it seems nearly impossible for a monster to break free of it. I don't want to just envoke dm law and tell him i won't allow that (it just makes the players mad). But i also can't allow him to apply unbreakable restraint with each attack he makes.

One idea I had was creating a rule that if a player wants to make an attack a specific way (Such as swinging the hammers perfectly to lock around a creatures neck in a way it can't slide out). The defending creature would gain a +4 to their AC (as it is much harder to hit in a specific way than to just hit the target anywhere for damage). Another idea I had was requiring the creature to make an easier strength/dexterity check to squeeze out of the restraint.



In this dnd group we are rotating between 3 campaigns to allow each of us (except 2 members) to dm our own campaign. (We rotate every 3 sessions). And this player has tried to use the immovable rods in each person's campaign (including his own where he has his npc's use them (against us) big time). He seems to build his characters, actions, and tactics all around the immovable rod. Or he will spend the campaign trying to get the rod (or modify it). The immovable rod has kinda become his centerpiece in dnd (considering he makes it a part of everything he does in every campaign). So I'm afraid that it will piss him off if I either take away those rods, or make a dm ruling that he can't use it in combat that way.

Anyone have advice?
 

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Have the "cult of the immovable rod" show up and berate him for abusing the rods, and demand that he turn them over. If he objects then they all attack with immovable rods, restrain the party and knock them out. When the players wake up the cultists are gone and have taken the rods with them, no trace of them will ever be found.
 

Yes. I have advice. If he says he tries that have him make intelligence checks. How does he know how to restrain the wieedest monsters. Make it a DC 20 check. Allo knowledge nature or arcana or else to the check.
Then don't make it an attack roll but an athletics check. Maybe if he insists on the attack have him make it with disadvantage and an extra dex check to have the timing right.
When he uses the rods against the next human target. Make an int(investiagtion) check or maybe a wisdom(perception) check so the enemy can just push the button themself and run with his rods. Make a dexterity(acrobatics) check to wiggle out if necessary.

Yeah that is it. It really should not be an autosuccess for the monk and no guaranteed pin. I mean those are more or less jusg two sticks which are not totally suited to restrain someone.
 

Every time the party gets into an encounter he will try to make an attack on the creature. If he hits with both his attacks he states he hits the enemy in a way where he can lock the immovable rod just perfectly to prevent the creature from being able to move. (Normally he says he perfectly locks the hammers around their neck and presses the button so that they become permanently restrained. In one instance he said he locked it around this creatures neck in a way that the creature could not even turn around, and then he would just attack it from behind with it completely helpless). Every single encounter he states he uses his hammer to restrain the enemy. He's even tried saying that when he hits a cloaker he was fighting that he used the hammer to pierce its tail and pin it to the ground (and press the button to lock the hammer in place).

Well,... somehow I really want to ask how old this player is... But leaving that aside.

Per the DMG, it takes an action to push the button on the rod; so that would be two actions right there. Also, it might be interesting to ask him how he manages to press the button on the first rod, while maintaining the positioning of the second one. At minimum, that seems like it would require a really hard DEX check.

Or maybe you just need to talk with him offline to understand what is driving his need for an "I win" button.

What do the rest of the players think of his tactics?
 

This is almost like the one player, homebrew shinobi, who used a kusarigama which wasn't so bad until he decked it out with a few spells which he had reforged using Mithral or Adamantine
 

Hmmm, yeah....

Shenanigans like these are why you ignore all those gaming advice articles that insist the DM should "Always find a way to say yes" or "Never say no" or other such nonsense.
 


In addition to the excellent ideas already mentioned, I'd say it's time to have some oozes attack. There's no way to "lock" an ooze into place (it will just ooze around the rod), and of course there is always that nasty dissolve power some oozes have...
 

I did not notice that part about requiring an action to press the button. I think that might just be the solution. I would require him to first make an athletics check (Maybe DC 15 for the average creature?) to place the hammers/rods in the perfect spot. Then on his next turn (assuming the creature doesn't move away or try to break his form) he could use his action to press the button. And then give the creature a high dexterity check to try and slip out, or investigation check to deactivate them.
 

I did not notice that part about requiring an action to press the button. I think that might just be the solution. I would require him to first make an athletics check (Maybe DC 15 for the average creature?) to place the hammers/rods in the perfect spot. Then on his next turn (assuming the creature doesn't move away or try to break his form) he could use his action to press the button. And then give the creature a high dexterity check to try and slip out, or investigation check to deactivate them.
This sounds like a good situation to use the grapple rules. Once he has successfully grappled a creature it could be possible to use a rod on a subsequent turn to pin it in place.
 

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