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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e: the metagame.
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<blockquote data-quote="Runestar" data-source="post: 4463547" data-attributes="member: 72317"><p>I still say the line between good and bad metagaming is still very thin.</p><p></p><p>For example, if we assume that the wizard's shield spell requires that the DM let the player know the foe's attack roll (or at least, if using the shield power will make any difference between a hit and a miss) to use effectively, I don't see how we can justify it in-game. If I see an axe hurtling my way, I may not necessarily know if activating a shield will be sufficient to protect me from it. I can only use it, and hope for the best (meaning there could still be a chance that the shield fails to deflect the axe - it is a gamble I take). But clearly, this would make the spell too limited and useless in the game. So it is not so much of which is deemed good or bad metagaming, but more of which is the lesser of 2 evils. </p><p></p><p>In the end, we are still using information only a player could have (but not the character himself) to get some sort of advantage, but it is justifed by the rationalization that running it this way would allow for a more "fun" game. Or at least a less frustrating one where you find yourself constantly having to outguess the DM.</p><p></p><p>As such, I think it really all boils down to what passes for "fun" in your games. Do the benefits of knowing which foes are minions outweigh the drawbacks in your games? If so, then disclose the information by all means. if you feel that minions ought to be virtually indistinguishable from normal enemies, then don't point them out as such. </p><p></p><p>To be honest, I have had to contend with a fair amount of metagaming in my 3e games (nothing is really a mystery anymore when your players are quite familiar with the MM after so many years). So yeah, I am probably cool with allowing metagame knowledge in 4e.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Runestar, post: 4463547, member: 72317"] I still say the line between good and bad metagaming is still very thin. For example, if we assume that the wizard's shield spell requires that the DM let the player know the foe's attack roll (or at least, if using the shield power will make any difference between a hit and a miss) to use effectively, I don't see how we can justify it in-game. If I see an axe hurtling my way, I may not necessarily know if activating a shield will be sufficient to protect me from it. I can only use it, and hope for the best (meaning there could still be a chance that the shield fails to deflect the axe - it is a gamble I take). But clearly, this would make the spell too limited and useless in the game. So it is not so much of which is deemed good or bad metagaming, but more of which is the lesser of 2 evils. In the end, we are still using information only a player could have (but not the character himself) to get some sort of advantage, but it is justifed by the rationalization that running it this way would allow for a more "fun" game. Or at least a less frustrating one where you find yourself constantly having to outguess the DM. As such, I think it really all boils down to what passes for "fun" in your games. Do the benefits of knowing which foes are minions outweigh the drawbacks in your games? If so, then disclose the information by all means. if you feel that minions ought to be virtually indistinguishable from normal enemies, then don't point them out as such. To be honest, I have had to contend with a fair amount of metagaming in my 3e games (nothing is really a mystery anymore when your players are quite familiar with the MM after so many years). So yeah, I am probably cool with allowing metagame knowledge in 4e.:) [/QUOTE]
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