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<blockquote data-quote="Blue" data-source="post: 8677011" data-attributes="member: 20564"><p>Knowing when to retreat can be a problem, but does not need to be one. The DM is the window between the characters who are experiencing the world and the players. There's a lot of information that is often glossed over but is very useful for that sort of thing.</p><p></p><p>"The giant humanoid swings at you with a two handed axe, hitting for 14 points of damage."</p><p>vs.</p><p>"The giant humanoid swings negligently at you, almost losing grip on the two handed axe with it's poor form - but that is still enough to easily penetrate your armor. Luckily this hit was light for such a massive weapon, only doing 14 points of damage."</p><p></p><p>When playing in person I prefer to roll in front of my players - when they are getting hit on a 6 on the die, and I'm rolling THAT many dice for damage, it gives them information their their character could be able to tell. My players have been told it is not meta-gaming to act on that, I am doing it on purpose. I also still use "bloodied" (or "staggered") as a description of down to half HPs - while that mechanic isn't around in 5e, I figure any adventurer should be able to tell if an opponent they are fighting is above or below half health.</p><p></p><p>But in general I agree with you - it's often hard to tell you should retreat unless it's blindingly telegraphed (oh look, it's a dragon and you are level 2), and by that time you figure it out with the rules so against it that it may be better odds to just stay and hope for a miracle instead of getting cut down running.</p></blockquote><p></p>
[QUOTE="Blue, post: 8677011, member: 20564"] Knowing when to retreat can be a problem, but does not need to be one. The DM is the window between the characters who are experiencing the world and the players. There's a lot of information that is often glossed over but is very useful for that sort of thing. "The giant humanoid swings at you with a two handed axe, hitting for 14 points of damage." vs. "The giant humanoid swings negligently at you, almost losing grip on the two handed axe with it's poor form - but that is still enough to easily penetrate your armor. Luckily this hit was light for such a massive weapon, only doing 14 points of damage." When playing in person I prefer to roll in front of my players - when they are getting hit on a 6 on the die, and I'm rolling THAT many dice for damage, it gives them information their their character could be able to tell. My players have been told it is not meta-gaming to act on that, I am doing it on purpose. I also still use "bloodied" (or "staggered") as a description of down to half HPs - while that mechanic isn't around in 5e, I figure any adventurer should be able to tell if an opponent they are fighting is above or below half health. But in general I agree with you - it's often hard to tell you should retreat unless it's blindingly telegraphed (oh look, it's a dragon and you are level 2), and by that time you figure it out with the rules so against it that it may be better odds to just stay and hope for a miracle instead of getting cut down running. [/QUOTE]
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