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Beast master wants to use pet to get +5 to passive perception
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<blockquote data-quote="JiffyPopTart" data-source="post: 8549854" data-attributes="member: 4881"><p>I had an epiphany of sorts a few years ago. I was gaming with an old HS buddy from out of state and he is much more into indie and alternative smaller game systems than I am. He was running a session of Torg Eternity and just straight up put a card with all the villain defenses and skill numbers out on the table for everyone to see.</p><p></p><p>It struck me as really odd but he explained to me that his game ran better when the players had the information they needed in front of them to make the decisions they needed to for their turn. Knowing a bad guy is really hard to hit meant the players as a group were much more likely to take a take actions to help another hit, or to take non standard acts which targeted other things about the bad guy than the norm.</p><p></p><p>At the end of the session I saw myself how knowing what I was up against encouraged me to be more variable and creative with my choices in the game, which led to a much better and more interesting session.</p><p></p><p>Its not my place to tell everyone that they should change their game up to embrace being open, but I do encourage all to designate a session to try it out. Why are we, as GMs, writing all this lore and then locking it away behind doors we deliberately make it hard for the players to access. The lore is what makes the world intriguing, so serve it up with a giant ladle, not a tweezer.</p><p></p><p>But this digression has little to do with the OP so sorry for the quick digression.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8549854, member: 4881"] I had an epiphany of sorts a few years ago. I was gaming with an old HS buddy from out of state and he is much more into indie and alternative smaller game systems than I am. He was running a session of Torg Eternity and just straight up put a card with all the villain defenses and skill numbers out on the table for everyone to see. It struck me as really odd but he explained to me that his game ran better when the players had the information they needed in front of them to make the decisions they needed to for their turn. Knowing a bad guy is really hard to hit meant the players as a group were much more likely to take a take actions to help another hit, or to take non standard acts which targeted other things about the bad guy than the norm. At the end of the session I saw myself how knowing what I was up against encouraged me to be more variable and creative with my choices in the game, which led to a much better and more interesting session. Its not my place to tell everyone that they should change their game up to embrace being open, but I do encourage all to designate a session to try it out. Why are we, as GMs, writing all this lore and then locking it away behind doors we deliberately make it hard for the players to access. The lore is what makes the world intriguing, so serve it up with a giant ladle, not a tweezer. But this digression has little to do with the OP so sorry for the quick digression. [/QUOTE]
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Beast master wants to use pet to get +5 to passive perception
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