Another thing I do to speed up time is to have the player roll the monster damage against themselves so I can move on to the next thing.All of that to save time on the guessing game to speed up game play at my table.
Same here.The rules list visual descriptions.
The status that I communicate are:
• "Fresh" and alert at or near total hit points
• "Bloodied" at half hit points or less
• "Downed" at zero hit points
Bloodied is obvious. That is when an attack leaves a mark. When a boxer lands a solid punch. When fatigued boxers get sloppy. When sword fencers dancing around suddenly draw blood. When fightsports shift from grappling to beating the snot out of someone. Etcetera.
Downed is obvious. Theres a sword sticking out of their belly.
Hit points are not tied to health. See: full HP after long rest.I'm interested to know how EN Worlders run hp knowledge in their games? Are players aware of current health of foes and if so to what extent?
I give players indicators of opponent health up to 50% HP. It depends on what's happened in the battle - winded, wounded, panicking - are all valid statuses.What impact does this have on your game and why do you like it... if indeed you do like it? What would changing the method do to your games?