aramis erak
Legend
Only the same to experienced players; for inexperienced, they won't know the math involved.AC is shorthand*. It's actual definition "Armor Class" is even an misnomer, as you can have a high AC without wearing actual armor at all!
I could say "he's wearing no visible armor, but you can see the telltale signs of an Abjuration effect, likely Mage Armor, carries a shield, and is remarkably swift"...or I could say "he has AC 19" and it means pretty much the same thing.
And yet, your whole exemplar array is D&D specific.Arguably, one could attempt to dispel a Mage Armor where you can't a suit of physical armor, and that's a consideration that could be made, if I ever saw anyone actually do it (outside of the high-level 3.5 Dispel meta). And as for Dex bonus, well heck, you don't even lose that anymore, so it's also practically no different from physical armor (unless you need an indication of whether or not a target has a high Dex save, and you could just say that if someone asks).
*I realize this isn't a D&D specific thread, but many systems have a defense rating of some kind, and even those that don't have some other form of defense that makes you less likely to suffer harm in combat.
Agreed.Now let me address another comment I've seen several times so far- giving the players information "for free". The DM is the only source of sensory input for the players. They see what you tell them they see, they hear what you tell them to hear. I don't know about other people, but no description, no matter how detailed, can substitute for what their characters could conceivably sense- ie, a picture is worth a thousand words.
I've found that tends to happen mostly in other people's groups... but then again, only a few of my friends have wider vocabularies in English than myself; PN comes to mind immediately. But there are times he or I will need to explicate some jargon for the other.Plus, in the heat of the moment, you might forget a detail that the players would have otherwise picked up on. It happens- I once infamously mispronounced a word I had only ever read while reading a text block in an old 1e adventure, and thus my players missed a critical detail about an encounter! So in my opinion, it's very likely that much of the time, players are getting less information than they would if they themselves (let alone their characters, who are likely superior to them in many ways) were in this situation.
My players, generally, have learned to go ahead and ask if I break out a $2 word they don't know.
That depends upon the margins and the players. My current sunday group is willing to flee even fights they're winning if the risks look to high; the did so this sunday just past. 4 Werewolves vs a mixed 6-7th level (mostly demi-human) D&D party... they panicked as the summoned wolves started joining.I'd rather err on the side of giving them more than letting them walk into a "gotcha" moment that shouldn't have been one, but even so, there shouldn't need to be a "special ability" to let someone know whether it's a good idea to engage a situation or flee from it (as fleeing gets harder the longer you've engaged in a combat).
Meanwhile, my other group, they're happily tackling things in Dragonbane that damned near kill the party each session.