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Do You Hint at Damage Resistance?
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<blockquote data-quote="Satyrn" data-source="post: 7183724" data-attributes="member: 6801204"><p>Meanwhile, on the completely opposite end of this spectrum from [MENTION=2011]KarinsDad[/MENTION], I would rather make the game mechanics in play completely obvious. </p><p></p><p>I've grown tired of regularly reinventing narrative descriptions for commonly-used mechanics like Resistance , and so I've "downloaded" the work to the players by telling them "This monster's resistant to that attack" and leaving them to imagine the narrative details as they wish. </p><p></p><p>I do that as a DM because as a player I've grown to prefer just being told the mechanics, too. I like playing this game as a game. And we're not all great communicators. I don't know about the rest of y'all, but it's a common experience at my table that, after the DM has described a room (or contraption, or NPC) half of us are left scratching our heads in confusion while another player understood most of it, except for this other bit that the other player grokked - and still there's that list bit of info we all just forget immediately. </p><p></p><p>I find that stripping the mundane things down into game terms improves the narrative and description of things that aren't readily expressed that way.</p><p></p><p>On my battlemats, when I draw them out 4e style, I like to label slopes and walls with the base climbing DC. My players can decide just as well as me what their characters see when they look at a DC 5 slope compared to a DC 10 slope.</p></blockquote><p></p>
[QUOTE="Satyrn, post: 7183724, member: 6801204"] Meanwhile, on the completely opposite end of this spectrum from [MENTION=2011]KarinsDad[/MENTION], I would rather make the game mechanics in play completely obvious. I've grown tired of regularly reinventing narrative descriptions for commonly-used mechanics like Resistance , and so I've "downloaded" the work to the players by telling them "This monster's resistant to that attack" and leaving them to imagine the narrative details as they wish. I do that as a DM because as a player I've grown to prefer just being told the mechanics, too. I like playing this game as a game. And we're not all great communicators. I don't know about the rest of y'all, but it's a common experience at my table that, after the DM has described a room (or contraption, or NPC) half of us are left scratching our heads in confusion while another player understood most of it, except for this other bit that the other player grokked - and still there's that list bit of info we all just forget immediately. I find that stripping the mundane things down into game terms improves the narrative and description of things that aren't readily expressed that way. On my battlemats, when I draw them out 4e style, I like to label slopes and walls with the base climbing DC. My players can decide just as well as me what their characters see when they look at a DC 5 slope compared to a DC 10 slope. [/QUOTE]
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