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<blockquote data-quote="Lanefan" data-source="post: 6590079" data-attributes="member: 29398"><p>OK then, let's amend it to say no player has the right to any DM information until and unless the run of play allows for (or forces) its release; your example clearly illustrates such a case.</p><p></p><p>But no player has the right to know ahead of time how many h.p. a monster has, or that there's a trap in room 17 when they're only in room 9, or that the next NPC they'll meet is a spy working for Vlad the Cruel; though of course these things may be learned during the ongoing run of play.</p><p></p><p>From the perspective of both players and characters it doesn't in fact change anything: you didn't know the monster was written to have 145 h.p. before the fight began and you'll never know I shaved 30 of them off once I saw things were going sideways. In other words, while you might end up knowing it took about 115 points of damage to kill it you'll have no way of knowing how that number was arrived at...unless I for some reason tell you. The same is true in reverse: if the module says 115 h.p. but the battle's supposed to offer a challenge I might toss on a few more h.p.; though never enough to kill a PC or turn a win into a loss.</p><p></p><p>On a more general note, I've found if things are really going badly for the PCs I can do one of two things: nothing, and let them possibly get TPKed; or throw in a divine intervention of some sort. Yes it's hamfisted, but if I can later work it into the story somehow I'm cool with it and (usually) so are my players.</p><p></p><p>Lan-"I'll say it again: there is nothing in the universe more resilient than a party of adventurers"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6590079, member: 29398"] OK then, let's amend it to say no player has the right to any DM information until and unless the run of play allows for (or forces) its release; your example clearly illustrates such a case. But no player has the right to know ahead of time how many h.p. a monster has, or that there's a trap in room 17 when they're only in room 9, or that the next NPC they'll meet is a spy working for Vlad the Cruel; though of course these things may be learned during the ongoing run of play. From the perspective of both players and characters it doesn't in fact change anything: you didn't know the monster was written to have 145 h.p. before the fight began and you'll never know I shaved 30 of them off once I saw things were going sideways. In other words, while you might end up knowing it took about 115 points of damage to kill it you'll have no way of knowing how that number was arrived at...unless I for some reason tell you. The same is true in reverse: if the module says 115 h.p. but the battle's supposed to offer a challenge I might toss on a few more h.p.; though never enough to kill a PC or turn a win into a loss. On a more general note, I've found if things are really going badly for the PCs I can do one of two things: nothing, and let them possibly get TPKed; or throw in a divine intervention of some sort. Yes it's hamfisted, but if I can later work it into the story somehow I'm cool with it and (usually) so are my players. Lan-"I'll say it again: there is nothing in the universe more resilient than a party of adventurers"-efan [/QUOTE]
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