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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e: the metagame.
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<blockquote data-quote="WizarDru" data-source="post: 4466236" data-attributes="member: 151"><p>This is exactly how we play. There is a certain point in a combat where the various abstractions become time-wasting and counter-productive for us to bother with. After the players have peppered Monster X with several hits, they're going to bracket the creature's AC sooner or later. "<em>Did you hit him with a 15?" "No, but Ed's 18 did hit him, so he's got a AC 16-18.</em>".</p><p></p><p>When the first minion goes down, I don't try to conceal the fact that they're minions. They can figure that out and they'll adjust their tactics accordingly. Just like revealing if a creature is Bloodied. Some characters have powers that trigger off of that knowledge. Just as HP don't directly relate to physical wounds, neither do the other abstractions of rules need specific purple prose to present to the players. </p><p></p><p></p><p></p><p>Also, this. By the third or fourth: "<em>Your arrows appears to be bouncing off of it, doing no damage.</em>", the players have figured, by process of elimination, what they're dealing with or the likely range of abilities that they need to overcome. For new players, these creative descriptions might be fun...but for 30 year veterans like my group, they can be an unnecessary abstraction. I can understand how some players would not enjoy such concepts, but for us, our time is too valuable to waste playing meta-text semantics to try and obscure game terms. The notion that our DMs and players would go to great lengths to veil that actual mechanics isn't that appealing to us. It doesn't disrupt our story flow to use the actual rules system in practice without the need to dress it up. YMMV.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 4466236, member: 151"] This is exactly how we play. There is a certain point in a combat where the various abstractions become time-wasting and counter-productive for us to bother with. After the players have peppered Monster X with several hits, they're going to bracket the creature's AC sooner or later. "[i]Did you hit him with a 15?" "No, but Ed's 18 did hit him, so he's got a AC 16-18.[/i]". When the first minion goes down, I don't try to conceal the fact that they're minions. They can figure that out and they'll adjust their tactics accordingly. Just like revealing if a creature is Bloodied. Some characters have powers that trigger off of that knowledge. Just as HP don't directly relate to physical wounds, neither do the other abstractions of rules need specific purple prose to present to the players. Also, this. By the third or fourth: "[i]Your arrows appears to be bouncing off of it, doing no damage.[/i]", the players have figured, by process of elimination, what they're dealing with or the likely range of abilities that they need to overcome. For new players, these creative descriptions might be fun...but for 30 year veterans like my group, they can be an unnecessary abstraction. I can understand how some players would not enjoy such concepts, but for us, our time is too valuable to waste playing meta-text semantics to try and obscure game terms. The notion that our DMs and players would go to great lengths to veil that actual mechanics isn't that appealing to us. It doesn't disrupt our story flow to use the actual rules system in practice without the need to dress it up. YMMV. [/QUOTE]
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4e: the metagame.
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