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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="S'mon" data-source="post: 7579873" data-attributes="member: 463"><p>I agree. There was a cool scene recently in my Primeval Thule game where the party encountered a sewer ooze, the Dhari barbarian leapt to the fray, cleft it in twain... and found himself fighting two sewer oozes. But for that to happen it required the veteran player in the group to keep silent, for her to not warn her fellow player, and allow the scene to play out. That is very un-Gygaxian 'Skilled Play'. </p><p></p><p>5e D&D uses the old trick monsters, but is sufficiently forgiving that you can get away with stuff like that, where old-school D&D would be much more punitive - two ochre jellies might TPK a beginner party. </p><p></p><p>There's not too much tension between the approaches with one-attack-to-figure-out creatures, but trolls that keep on regenerating create a major disjunction. I think a typical solution (apart from ruling 'everyone knows') is to switch to fire after the first attacks don't work. It's not particularly satisfactory, and I normally go with 'everyone knows'. If I want a Gamist challenge I can use a non-troll regenerator. PCs then start with fire and if that fails, they try other options/damage types. (Funnily enough, 5e made the humble zombie a trick monster, since they now need radiant damage to reliably put down - this catches out a lot of players!)</p></blockquote><p></p>
[QUOTE="S'mon, post: 7579873, member: 463"] I agree. There was a cool scene recently in my Primeval Thule game where the party encountered a sewer ooze, the Dhari barbarian leapt to the fray, cleft it in twain... and found himself fighting two sewer oozes. But for that to happen it required the veteran player in the group to keep silent, for her to not warn her fellow player, and allow the scene to play out. That is very un-Gygaxian 'Skilled Play'. 5e D&D uses the old trick monsters, but is sufficiently forgiving that you can get away with stuff like that, where old-school D&D would be much more punitive - two ochre jellies might TPK a beginner party. There's not too much tension between the approaches with one-attack-to-figure-out creatures, but trolls that keep on regenerating create a major disjunction. I think a typical solution (apart from ruling 'everyone knows') is to switch to fire after the first attacks don't work. It's not particularly satisfactory, and I normally go with 'everyone knows'. If I want a Gamist challenge I can use a non-troll regenerator. PCs then start with fire and if that fails, they try other options/damage types. (Funnily enough, 5e made the humble zombie a trick monster, since they now need radiant damage to reliably put down - this catches out a lot of players!) [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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