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D&D 4E 4e: the metagame.

I have a tendency of making a squishy sound and pantamiming blood spurts before announcing they've bloodied the foes. I ussually have about 4 "conditions" for a monster: untouched, not bloody yet, bloodied, and dead. I may sometimes hint that it's at single digit hit points with an "on the ropes" comment. For the most part, we go pretty quickly, so the description is ussually only for special features of a monster. Such as describing regeneration the first time the party sees it.
 

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I'll never tell my players who is a minion and who is not. If they use a Daily Power on one, too freaking bad. Players need to be more conservative with the new Power system anyway.

I'll never outright tell someone is "Bloodied". I might have in other games, but since Bloodied is now an official term, I'll describe it differently. If an enemy is, however, blatantly Bloodied, I will describe in certain terms that a character can recognize that a given enemy is weakened to a point that can be exploited in a certain way. I will never allay their confusion completely. They will always have the shadow of a doubt that what they're about to do won't work, as they should.

I discourage talk at the table. 4E is indeed about teamwork, but I rarely let the players talk to each other much more than their characters actually would in battle. If some character wants to take advantage of an enemy that's just be pushed a square, they need to do it on the fly.

I'll never tell my players how many hit points an enemy has or what its AC is. In 3.5E, a player never knew his "Charm Person" worked until the enemy didn't attack him.

I realize that several of these practices make 4E harder, and it's maybe even not how things should be played. But this is the way I've always done things, and just because 4E seems to discourage it a little more than previous editions, I'm giving it the middle finger and doing it the way we always have.

Am I the only person who does this?
 

I realize that several of these practices make 4E harder, and it's maybe even not how things should be played. But this is the way I've always done things, and just because 4E seems to discourage it a little more than previous editions, I'm giving it the middle finger and doing it the way we always have.

Am I the only person who does this?

Probably not. And just so long as your monsters and NPCs act with the same lack of certainty, it's probably not a problem.
 

If an enemy is, however, blatantly Bloodied, I will describe in certain terms that a character can recognize that a given enemy is weakened to a point that can be exploited in a certain way.

......

In 3.5E, a player never knew his "Charm Person" worked until the enemy didn't attack him.

Check out these two phrases from your post.

In the first, you describe an enemy being bloodied. In the second, you won't describe an enemy affected by "Charm Person". Isn't that a little dissonant? I can't help but notice one helps the monster, and one hurts the player; neither is good for the player.

(And can some one be "only kinda Bloodied"? :hmm:)

I have found (as player and as DM) that even if the DM obfuscates, eventually we learn "the code", and the obfuscation fails. So all that's really happening is you are punishing the players for not picking up on your code yet.

YMMV.
 

Actually, in 3rd edition, a spellcaster was RAW aware of when his spells succeeded or failed, except when noted otherwise (certain divinations). If someone made a saving throw against your spell, you were aware of it, and could act accordingly.

Bloodied is a visible condition, players should be told about it, and a lot of the game design is centered around the players knowing it.

Now I'm not advocating telling players entire stat blocks, but hiding conditions like that 'just to preserve mystery' isn't helping the game much unless the -characters- have opportunity to pierce the veil.

Roleplaying games have developed well beyond the 'Useless Level 1 Adventurer' mentality that plagued 70s and 80s game design. As games have developed, games have started making level 1 characters more and more capable until -finally- it's considered okay to have characters starting off competant at their declared job.

This means that level 1 characters aren't 'Apprentice mages with a single spell and no knowledge of how the world works.' Instead they are capable spellcasters who are able to take on the perils of the world such as cats, rats, and the occasional coyote. Townsfolk might actually hire them for a job because they -are- more competant at adventure than the local town crier or the town bawd.

This means that a group will have certain competancies at determining the state of their targets, whether the fight goes well for them, and inter-party tactics. Of course, you -can- say that they can't discuss tactics mid-battle, but how else can your players emulate the skill seasoned hero characters have at communicating and working together in a heated battle?
 

Liking the black-and-white nature of "bloodied". In combat you are not going to be counting wounds, on friend *or* foe. But, you will be rallied to redouble your efforts against a waning undead, and similarly moved to assist a swooning ally.

This "bloodied" status can the improve the game at least (2) ways: reduce bookeeping for the casual player by providing an easy handle to make decisions, and protect the suspension of disbelief by reducing OOC HP math.
 

Probably not. And just so long as your monsters and NPCs act with the same lack of certainty, it's probably not a problem.

Indeed. Any enemy on my board with a low INT acts as such. Enemies will flee, surrender, or only defend themselves. My monsters are not simple EXP fodder that will always fight to the death. Suffice it to say that I love subjects like monster ecology and behavior, wherever I can find it.


Check out these two phrases from your post.

In the first, you describe an enemy being bloodied. In the second, you won't describe an enemy affected by "Charm Person". Isn't that a little dissonant? I can't help but notice one helps the monster, and one hurts the player; neither is good for the player.

As I said in my post, I'll only describe something as bloodied if I must and it's exceedingly apparent(perhaps down to 1/3 MAX HP, for example), and even then, I describe them as bloodied, not Bloodied, if you understand what I mean.

And I don't give a crap about the player. Unlike the 4E mindset, I'm not here to make the PCs look awesome or make it easy for them. I'm here to present a challenge through world-making, story, and roleplaying. My players can usually handle it. And when they can't, I'll lighten up on a CR, not my methods.

I have found (as player and as DM) that even if the DM obfuscates, eventually we learn "the code", and the obfuscation fails. So all that's really happening is you are punishing the players for not picking up on your code yet.

YMMV.

The moment I resort to OOC terminology in the name of convenience instead of clarity is the moment that immersion is broken, and just flat out lame if it gives my players an advantage. Sure, they're smart, and they can figure out my "code", but that doesn't mean I'll stop. Like a political spokesperson, I'll speak in thick code till the end.

Actually, in 3rd edition, a spellcaster was RAW aware of when his spells succeeded or failed, except when noted otherwise (certain divinations). If someone made a saving throw against your spell, you were aware of it, and could act accordingly.

You might be right, and if so, it's probably just something we bypassed. And even if we didn't bypass it, I would tell only the caster that it succeeded, and it would be up to his character to somehow convey it to the rest of the party. If they did it by shouting, I would have the remaining enemies act accordingly to the new information, assuming they had the INT to do so and could understand whatever language was used.

Bloodied is a visible condition, players should be told about it, and a lot of the game design is centered around the players knowing it.

Give me a break. Firstly, it's been well-established on this board and others that HP is not an abstraction of wounds, but of staying power. I could be playing a Swashbuckler whose HP represents his ability to dodge and parry attacks with great effort. As his HP dwindles, so does his strength and speed, and the final blow could be the one that connected, one that finally pushed his exhaustion to unconciousness.

And if you want HP to represent wounds a little more, that's fine. But you can't tell me that something begins bleeding at 1/2 max HP. I realize that Bloodied is important for some characters to know, and for that I'll perhaps have the Class in question make a Perception check with a circumstance bonus to recognize it.

If you couldn't tell yet, I'm a simulationist gamer and it's how I run things. I'm sorry if you don't like it, I was just trying to throw another opinion into the mix.
 

Disengage,

All I can say in response is that I hope your players are having fun. If your DMing methods work for them, fine. But I can't imagine wanting to play at your table, myself. It sounds like I'd be coming to your game to be disciplined, not to have fun.
 

I'd enjoy Disengage's game. I'd enjoy it because I'd "interpret" is vague descriptions on my own, and use my abilities when I wanted to, not when he told me to.

Me: *rolls dice* I lash out at the doppelganger with my rapier, and score a deep wound just beneath the armpit. I attack for 21... that hits? Ok, 18 damage.

Disengage: The doppelganger reels back in agony, and... wait. How did you get 18 damage? Your rapier only does like 1d8+4 or something.

Me: Sneak attack.

Disengage: You're not flanking. You don't have combat advantage.

Me: Yes I do. You said.

Disengage: No, I didn't.

Me: You clearly said that the doppelganger was stunned by the blow of Steve's, er, Rothgar the Brutal's, hammer. You said that he went crosseyed from the blow, and nearly collapsed. And you used the word "stun."

Disengage: But Rothgar's power doesn't stun anyone on a hit.

Me: How should I know that?

Disengage: Its on his character sheet.

Me: Right, over there, on the other side of the table. Look, whatever. Rothgar hit the dude in the head with a hammer, the dude went crosseyed, was "stunned" by the blow, and nearly collapsed. So I tried to sneak attack him. Do I get to or not?

Disengage: No.

Me: Alright, forget it. I attack the werewolf instead. I get... 22. That hits? Excellent... um, 9 damage, because I haven't got combat advantage here.

Disengage: Alright. Wait, what did you roll again?

Me: I rolled a 13. Adding 9 gets a 22.

Disengage: Why are you adding 9 instead of 8?

Me: Because he's bloodied.

Disengage: He's not bloodied!

Me: You said he was! On the very first round of combat, Rothgar hit him in the face with his hammer. You said his nose broke and blood streamed down his face and all over his ragged clothing.

Disengage: Well, that was description. He's not bloodied.

Me: I've been adding +1 to my attack rolls against him this entire fight!

Disengage: Well, you shouldn't have been!

Me: How was I supposed to know that??
 


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