Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Armor and Extended Rest
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KarinsDad" data-source="post: 5684932" data-attributes="member: 2011"><p>Clearly. <img src="http://www.enworld.org/forum/images/smilies/laugh.png"  class="smilie" loading="lazy" alt=":lol:" title="Laughing    :lol:" data-shortname=":lol:" /></p><p></p><p></p><p></p><p>Well, I agree about novice players. The DM needs to add to their game knowledge by showing them basic tactics and such. But once a player has a fairly firm grasp of the game, the DM should stop being a coach and go back to be a storyteller/referee.</p><p></p><p>I also agree about never fudging. Let the dice fall where they may. But, I do feel that experienced players shouldn't be given too much combat information (and no player should be given role information). To me, a fun portion of the game is about mystery and surprises. Experienced players already know a ton about the game, the monsters they can encounter, etc. By keeping them in the dark about things the PCs shouldn't know about (PCs don't know about roles or hit points or AC, those are metagame terms) and only know about things the PCs know or can observe, even experienced players can re-live some of the wonder of when they were novice players.</p><p></p><p>Player: "Wow, that must have been an elite. I thought my third shot would take him out, but he just kept coming for more." is more enjoyable than knowing it is an elite ahead of time.</p><p></p><p>It's one thing to say "After that last hit, the ogre looks pretty hurt." (which I would rarely do, but a DM might). It's another to say "Wow. You knocked him down to 5 hit points.". There's a difference between saying that the PC missed with a 23, and saying that the 23 misses the monster's AC of 26. One gives information that the PC can observe, the other mystically gives info that the PC, and the player, shouldn't know.</p><p></p><p>And there is nothing wrong with running tough fights, but the combination of running tough fights along with handling out a ton of metagame monster information (beyond what a monster knowledge check and normal perception can observe) seems like holding a carrot in one hand and a stick in the other. "Here, I'm going to help you win the fight, but it's gonna be really really tough.". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink    ;)"  data-smilie="2"data-shortname=";)" /></p><p></p><p>There's a pretty broad line between telling the players what they need to know about the environment and the monsters in order for them to run their PCs, and telling the players monster information so that they never make mistakes. Minion information is telling the players "Hey, don't use certain powers on these guys cause they are minions.".</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5684932, member: 2011"] Clearly. :lol: Well, I agree about novice players. The DM needs to add to their game knowledge by showing them basic tactics and such. But once a player has a fairly firm grasp of the game, the DM should stop being a coach and go back to be a storyteller/referee. I also agree about never fudging. Let the dice fall where they may. But, I do feel that experienced players shouldn't be given too much combat information (and no player should be given role information). To me, a fun portion of the game is about mystery and surprises. Experienced players already know a ton about the game, the monsters they can encounter, etc. By keeping them in the dark about things the PCs shouldn't know about (PCs don't know about roles or hit points or AC, those are metagame terms) and only know about things the PCs know or can observe, even experienced players can re-live some of the wonder of when they were novice players. Player: "Wow, that must have been an elite. I thought my third shot would take him out, but he just kept coming for more." is more enjoyable than knowing it is an elite ahead of time. It's one thing to say "After that last hit, the ogre looks pretty hurt." (which I would rarely do, but a DM might). It's another to say "Wow. You knocked him down to 5 hit points.". There's a difference between saying that the PC missed with a 23, and saying that the 23 misses the monster's AC of 26. One gives information that the PC can observe, the other mystically gives info that the PC, and the player, shouldn't know. And there is nothing wrong with running tough fights, but the combination of running tough fights along with handling out a ton of metagame monster information (beyond what a monster knowledge check and normal perception can observe) seems like holding a carrot in one hand and a stick in the other. "Here, I'm going to help you win the fight, but it's gonna be really really tough.". ;) There's a pretty broad line between telling the players what they need to know about the environment and the monsters in order for them to run their PCs, and telling the players monster information so that they never make mistakes. Minion information is telling the players "Hey, don't use certain powers on these guys cause they are minions.". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Armor and Extended Rest
Top