How do enterprises deal with SSO and Google backing up WiFi credentials?

Single Sign On in a company means that you have one set of credentials for all the services the company uses / provides to their employees.

Logically, these credentials might also be usable for Wifi.

  • Benefits for the employee: Only one password to remember
  • Benefits for the company: Wifi access can be revoked on a per-user basis. Administration is centralized.

Are there real-world examples and guidelines how to deal with the fact that Android smartphones store Wifi passwords on Google servers by default? Doesn’t this give Google access to the full digital identity of an employee and access to the company’s internal services?

  1. Asking users to turn this feature off on their phones seems to be error-prone and might be forgotten. Especially after a smartphone change.
  2. Prohibiting users to log in the company Wifi from their own devices is impractical and will probably even be ignored.
  3. Only company-managed phones are also no option, because of point 2.

Is SSO a bad idea concerning Wifi? How do large enterprises, universities, … but also small companies with less “enforceable” rules handle this?

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How to deal with different levels of initiative and propensity to overtalk in a large group?

I recently started playing with a large group of about 7-8 people. I noticed that, in our group, a couple of the people are very active: whenever there is a chance for the group to do things, it only takes them a second or two to come up with an action for their character and narrate it. On top of that, they are comfortable verbally jostling, interrupting, jumping in just after someone else is finished, and participating in overtalk, in order to take space for themselves in the conversation.

This would be fine with me–I can fight for conversational space just fine, and don’t mind so much when people do it to me–but a couple of the other players in the group don’t seem as willing to talk over people or to jump in with something as soon as the last person is done talking, and when they do talk it is at a much lower volume. For all I know they have as many great ideas bubbling around in their heads as the loud players, and are just waiting for their turn, but since they don’t loudly wade into the verbal fray, they don’t get to do anything.

In combat, there’s the initiative/turn-taking system that can solve this problem to some extent: even the quietest player at the table is guaranteed a turn and the DM’s attention. But out of combat, a couple of players who are always the first to speak up can go through several whole scenes without the quieter players’ characters doing anything.

I’m not sure if it has gotten to the point where any of the quieter players are bothered about it to the point where they are willing to speak up about it, but I’d like to prevent that from happening, or at the very least avoid being part of the problem.

As a player, how do I balance my desire to speak with the needs of our group’s quieter players to have room for them in the conversation? If I speak up I’m not giving the quieter players a chance to speak, but if I stay quiet, the other loud players will talk. As not one of the players who is getting talked over, is it my place to broach this with the DM? Or should I talk to the players I see as having the problem first? Or to the other louder players?

As a group, what methods can we use ensure that even our shyer/quieter/more reserved players have space to play, outside of combat?

How do we deal with my DM’s house-rule about critical damage?

How do we deal with my DM’s house-rule about critical damage?

In the campaign I’m playing in, our DM has set a house-rule for critical damage. So, we do maximum damage for one set of dice, roll the second set and add modifiers at the end – instead of the typical twice-the-dice and modifiers-at-the-end rule (PHB p. 196).

Example with a L1 Guiding Bolt spell:

  • regular crit = 4d6 + 4d6, average of 28
  • house-rule crit = 4X6 + 4d6, average of 38

It is great when you land a crit on creature and it’s fun and exciting. But, when a creature lands a crit with a special attack or spell on one of us. It can easily wipe one of us out in one blow. Let alone area-of-effect damage! It is exciting and nerve-wracking. I really enjoy it, but I am the main healer. (lol) So, I’m regularly thinking: “Who will be the next one to pop their clogs?!” On one occasion I had an inkling that the boss we were facing was going to have a final deadly move before dying – it did. There was a massive explosion of energy and anyone close to it got killed. I had luckily had run into a corner of the room in my turn and was just out of range. The whole party was wiped but muggins.

What I’m looking for is a way of thwarting critical damage against our party, if it exists.

I am not looking for the obvious! We are already working on increasing our HP pools, using temporary HPs, reducing overall damage, increasing AC/saves, and having emergency supplies, spells and scrolls. We are also working together better, more tactically, doing things like spreading out and not putting ourselves in a line where possible(lol).

Is there a way to prevent a creature from causing critical damage on a natural 20? Or, is there a class feature or feat that prevents critical damage specifically?

How to deal with a player who says no all the time?

I am a fairly new DM. I am playing with a group I have tried to DM and have played with as a PC. There is one person in that group that plays as a PC that says no, AKA he is the opposite of a murder hobo.

When faced with a decision or a turning point in the story he will say no to most of the possible outcomes and bring the story to a halt because either the DM is trying to come up with another method to put to the players, the party is arguing about what to do now, or the other players just want to follow his lead and he doesn’t want to do anything.

He does this to see how frustrated the DM can get before giving up and then complains that we don’t play because no one wants to deal with this every single time.

I am the DM for the next campaign and I am looking for an advice on how to deal with him. The common methods of just killing his character or excluding him but I don’t want to that. I want him and everyone to have fun and be a part of it but I also don’t want to get frustrated with his play style.

What can I do to either deal with him as PC or can I do anything as a DM to help the story without the mental state of “No I am God you will do what I tell you and that is the story”?

How to deal with remove curse spoiling my plot hooks?

My players met Fiachra, cursed to be a raven unless she brings the Scepter of McGuffin to Ebil Wissard III (grand son of the legendary Ebil Wissard).

Of course the Cleric in the group casts Remove Curse and problem solved. No need to go on a long perilous quest to through the Fire Swamp, over the Cliffs of Insanity, and down into the Pit of Despair. Nope no point at all. Weeks worth of planning and preparation down the tubes. Tonight’s session they spent the rest of the time helping Fiachra repaint her castle and then everyone watched the paint dry (ok I admit it was one of my more interesting sessions).

So what is a frustrated DM supposed to do? Obviously I can’t have any more plot hooks that depend on a curse or can I? Is it reasonable to nerf remove curse and say well this curse was done by a level 42 wizard so you need to be level 42 to break it? How do other DMs handle this?

How do I deal with metagaming/power-playing as a player?

I’m in a D&D Homebrew campaign that allows pretty much anything as long as it is written online. We have one player in specific who is kinda a dick, and decided at the end of the campaign, he would try to kill us all off.

The reason for this is his race and class. They happen to be a Terminator t-800, and this would not be a problem if it were not for the fact that whomever who wrote it decided they get an insta-kill and stop time. I am much faster than him, but because of the DM, he has a 20 AC. The DM is a pretty cool guy, but he says that me and the 15 people I asked about it are wrong, and I need to stop complaining, or I will be killed off. I only have one person in the campaign who I know will help me, but they keep threatening me to not team up with him, or else, because they think I invited him to help me, en though this became a problem afterwards. The DM is kinda like a sugar daddy to him, and will just give him what he asks for. When I pointed out that multi classing into hamon user can give me infinite spin, they got scared, and started pulling some **. I also don’t know he is not human yet, so I have to find that out somehow before I attempt anything.

TL;DR: Big idiot is op, and I can’t deal with him because plot armor.

Would there be any major balance implications for swapping the Soulknife rogue’s daggers to deal fire damage as opposed to psychic?

I have a specific character concept in mind but for it to work I would need to change the UA Psionic Rogue’s Psychic Daggers into Fire Daggers. I plan to ask my DM about it but before I do I want to be aware of any possible balance implications in the damage type change. Would it be over- or under-powered or would it be relatively the same?

How to deal with pace problems?

I’m a player in a pathfinder campaign on Discord with 3 other friends, 2 players (let’s call them A and B) and the GM.

A little background

  • I’m a very close friends with the others players and the GM.
  • We’ve played IRL and on discord a few times before, but not all together. I played with A and GM on a campaign and with B and GM on an other campaign and A and B played with GM on a third one.
  • We are all very good friends IRL outside of role-playing games.
  • Player A plays a rogue, player B plays a paladin-scaled-fist-monk, and I play a summoner. We are a level 3 party.
  • Player A likes to ask questions and plan things out-of-character only. Player B is the other way around, very discrete out-of-character but speaks in character if needed. I often take initiatives in and out of character (talking with NPCs, proposing strategies, ect.), and I’m aware of that, so I try my best to include other player in those, and I think that’s a fact that may be relevant.

The scene

Last night we were at what seemed to be a boss fight, the scene was set up at our last session, 1 day prior, where the GM explicitly told us that if we wanted to plan something big, he would provide us with necessary non-magical items in our surroundings (for example barrels of explosive powder).
I explain my plan (involving said barrels, and a couple of other things going BOOM), player A proposed other plans but their’s had problems that my plan didn’t. Player B was silent despite my @mentions.

Finally, everybody agreed to try my plan. The fight began… and after the surprise round nothing went as expected as the BBEG won the initiative and throw a big stormy map control spell that wiped out all fire (no BOOM without fire) and throwing B and myself to the ground with no visibility.

As the party caster, I managed to teleport player B out of the spell area, but I was still in the middle of a 40ft radius icy-stormy-hell with no visibility. I was effectively out of the fight, leaving A, B and my eidolon out. I told A and B that they had to make the decisions now, because I was literally no more than a rolling piece of meat inside a fridge at the time.

The Incident

Then 40 minutes of silence of player B, only broken by questions of player A and GM’s answers. But with no actions. The GM then made the statement that if they don’t play now, the BBEG will go forward. And then player B rage-quit

After that

When our GM informed us that player B had rage-quit, we paused and tried to think about what happened. In fact player A and B were discussing what to do in private. The fact that the GM pushed the game forward upset her. We arrived at the conclusion that maybe the pace of the game was too quick, not letting time for B to give her ideas.

Pace is important in fight, but fun for all at the table is more important.
So how can we handle the situation at our level (player, GM, group), and what tools (on Discord) or tips (social) can we use?

How can a new DM deal with having given out overpowered weapons at a low level?

I am in a few campaigns, one of them has a DM who’s never been a Dungeon Master before. Their grasp of the rules and how the game is played is sound but they are a bit of a pushover when it comes to letting players get what they want.

A large majority of the players have asked for special weapons that they thought were cool such as:

  • A barbarian with a Flametongue and a Sword of Frost

  • A bard with a bagpipe that, when it hits a target, deals 3d6 damage

  • A fighter with a Bogsword (homebrew item) with 2d8 damage, and 1d6 acid damage to the target for three rounds; the damage adds up if multiple attacks hit

  • A cleric with a staff of Bonking (also homebrew) that deals 2d6 bludgeoning damage and 1d8 radiant damage

  • A warforged artificer that has a ‘fantasy rocket launcher’ that deals 4d8 damage in a 120-ft. radius, with a DC 14 Dex save for half damage.

All of these weapons are great and all but we are at sixth level.

The DM has noticed that any monster they try to throw at the party gets killed in less than one round and wants to change this. The players have had these weapons for quite a while, and the DM thinks it would be unfair to just get rid of their weapons with the sole reasoning behind it being “because I said so”.

They’re thinking about replacing their weapons with ones that are suited for their level, but the issue is this: They’re all pretty attached to their weapons.

How can the DM fix this OP weapon problem, and how can they best do so without making all of the players mad?