D&D General Letting a Game feel like a Game ~ Mechanics and Simulationism

Wow, I and @Oofta do almost the exact same thing. I only add one thing. If a player is formed on medicine I give a rough estimate of the HP of the creature one wounded. It does require a bonus action, and if a battlemaster, the check is free if of approriate level.
 

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Ringtail

World Traveller
As we have seen from this thread, I think it depends on the individuals in the group, but I think it also depends on the information.

Many of us in my current groups, we're big fans of strategy games. Fire Emblem, XCOM, Darkest Dungeon, Banner Saga. . . these games tend to be very upfront with information. Health remaining, etc. Hell Fire Emblem will let you look at an enemy's stats, weapons, items, health. . . everything! Being more transparent I don't think would harm my current group. But most of us are DM's also, we know common HP numbers can often guesstimate a monster's HP or AC, etc.

But I absolutely hate seeing the non-combat stuff. I don't want to know the Perception DC, I don't want to see your list of names, how you nerfed or buffed the BBEG statblock, and I especially don't want to know what the town was called in 3rd Edition Greyhawk before you converted it to 5th Edition Midgard. That stuff pulls me out of the game and kills my suspension of disbelief.

Combat is combat, a minigame in it's own right so I can accept the rules don't mirror reality so much, but don't mess with the story.
 

Oofta

Legend
For what it's worth, I found my old chart

HP Indicator
Healthy: 76-100%
Wounded: 51-75%
Injured: 26-50%
Hurting: 01-25%


Kind of debating doing similar for AC

AC
Extreme: 21+
Hard: 16-20
Average: 11-15
Easy: 10 or less
 

Oofta

Legend
Wow, I and @Oofta do almost the exact same thing. I only add one thing. If a player is formed on medicine I give a rough estimate of the HP of the creature one wounded. It does require a bonus action, and if a battlemaster, the check is free if of approriate level.

I'm mean. It's a standard action medicine check to know HP. For some reason nobody has taken me up on it. :)
 

loverdrive

Prophet of the profane (She/Her)
I tell explicitly pretty much everything mostly because I don't want to bother with tracking naughty word myself. "Ok, one attack hit, 15 damage" is like 10x times faster than "Ok, three attacks, 15, 17, 19... Ok, so one hit..."

Hell, everything I know about the game, the players know too. I think it establishes good amount of trust and helps players to, well, engage and take initiative.
 

clearstream

(He, Him)
I feel like a sense of wonder is connected to a sense of mystery, and the more the players know, the less they feel both. Which is partly why older gamers get burned out -- the wonder and mystery is gone. Same happens with movies and TV. I can't help but wonder if the solution for older gamers is to remove information.
They're all just symbols, that communicate a narrative. For me the crucial step is how well the mechanics structurally capture the narrative they intend to represent. The worst, do something that might be reasonable mechanically, but have insufficient of the dynamic being represented in them.

A bladesinger might have the same AC as a fighter in full plate, but the former has an additional mechanic that allows foes to turn off their armor. Without that mechanic, a narrative that the 'singer is singing means nothing.
 

el-remmen

Moderator Emeritus
For what it's worth, I found my old chart

HP Indicator
Healthy: 76-100%
Wounded: 51-75%
Injured: 26-50%
Hurting: 01-25%

As I posted before did this exact thing (in my old group even the players did it describing their injury level to each other!), but I use the language of lightly, moderately, seriously, critically, because before 5E that corresponded to the various cure wounds spells
 

Lanefan

Victoria Rules
For what it's worth, I found my old chart

HP Indicator
Healthy: 76-100%
Wounded: 51-75%
Injured: 26-50%
Hurting: 01-25%
For me it's more like (without hard % ranges, just general overview, rarely the same description twice, and amended to suit the particular foe)

Full hits, or just down a very few "I can do this all day"
Been hit hard once or twice: "You hit it for 9. It's got a lot more 9s to give."
Maybe around half: "It's starting to look a little beat-up"
Getting low: "It's starting to look a lot beat-up"
Into body points: "It's definitely wobbling and starting to bleed."
Below 0 but still standing (i.e. made its consciousness check): "It's gushing blood all over the place."
 

Charlaquin

Goblin Queen (She/Her/Hers)
From the earliest days of my career as a DM, I've always strived for a sense of immersion through simulation. In each of my games, I wanted the story to feel real, not explicitly "gamey", or mechanically precise. I made dozens of subsystems to simulate injury, told stories from the perspective of what the characters would know, and, for a time, I enjoyed that.

But, then, I started to think back on the games (often, the video games) which truly engaged me in their stories. In many of these games, the player was allowed to know, in a purely mechanical sense, what the hell was going on. There's a reason the best games have boss battles with huge health bars at the top of your screen. The anticipation you feel while watching that bar drain out, and seeing the Boss shed its layers, is indescribably exhilarating.

So, I decided to dip my toes into the waters of letting D&D be a game, rather than a purely immersive experience. It started by having the BBEG's health tick down, through Roll20, right on the screen. The players strategized, and waited until the boss had been weakened significantly to unleash the final, most risky, blow. I then tried adding the kind of visual or audible indicators which games often have, but, this time, very explicitly. I'd say "resist" or "weakness" when certain types of damage were dealt, and the information would be noted on-screen. Eventually, I did away with most of the subtlety altogether, letting the players look over the BBEG's stats and gnaw their fingernails in anticipation.

Immersion doesn't always lead to fun, and, sometimes, being able to see what you're up against is half the enjoyment anyway.
Video game designers have mastered the art of using game mechanics to create a desired emotional experience in the audience. But in the RPG space, and especially D&D, many designers are still stick thinking about game mechanics as a tools to simulate... something...
 

tetrasodium

Legend
Supporter
Epic
Video game designers have mastered the art of using game mechanics to create a desired emotional experience in the audience. But in the RPG space, and especially D&D, many designers are still stick thinking about game mechanics as a tools to simulate... something...
That and something to just dismiss a problem outright with "no I just do it" like with some of the ranger stuff, many many background features,some of the monk stuff, etc. "GM: solve for x" ->PC: actually I automatically solve it so lets keep going."
 

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