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Do You Hint at Damage Resistance?
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<blockquote data-quote="KarinsDad" data-source="post: 7183795" data-attributes="member: 2011"><p>Think of it more as a triangle with me being a different apex. <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>I agree with you. If some players are not grokking what is going on, then absolutely. Simplify it and get rid of the excessive narrative. In fact, our game is often that way. There is often several things that one or more players do not understand, especially in a 3 dimensional world described on a 2 dimensional map. I am a visual person and I have a tough time understanding audible clues or descriptions.</p><p></p><p>I also think that as the session wears on, people start getting tired and a DM should just cut to the chase and be less obscure with his explanations.</p><p></p><p></p><p>I just like adding mystery and not always telling a player exactly what is going on. You hit him with your poison arrow. Even though it looks kind of like a Goblin, it doesn't fall over like a Goblin would. Why? You don't know. Give me a nature check.</p><p></p><p>In fact, I change up my monsters quite drastically once in a while. Giving them obvious or non-obvious abilities that mess with the normal game mechanics. I have had monsters that reflected certain types of magic back at the caster (like necrotic damage); creatures that could merge out of stone, attack, and then merge back in on the same round; entire groups of foes that got changed into a totally different group of foes; creatures that could walk through the PC's hex; creatures immune to magic; creatures that gain hit points when hit with a weapon. All kinds of stuff. It's not an every adventuring day thing, but it does make the game more interesting than everyone knowing that a troll loses regeneration via fire.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 7183795, member: 2011"] Think of it more as a triangle with me being a different apex. :lol: I agree with you. If some players are not grokking what is going on, then absolutely. Simplify it and get rid of the excessive narrative. In fact, our game is often that way. There is often several things that one or more players do not understand, especially in a 3 dimensional world described on a 2 dimensional map. I am a visual person and I have a tough time understanding audible clues or descriptions. I also think that as the session wears on, people start getting tired and a DM should just cut to the chase and be less obscure with his explanations. I just like adding mystery and not always telling a player exactly what is going on. You hit him with your poison arrow. Even though it looks kind of like a Goblin, it doesn't fall over like a Goblin would. Why? You don't know. Give me a nature check. In fact, I change up my monsters quite drastically once in a while. Giving them obvious or non-obvious abilities that mess with the normal game mechanics. I have had monsters that reflected certain types of magic back at the caster (like necrotic damage); creatures that could merge out of stone, attack, and then merge back in on the same round; entire groups of foes that got changed into a totally different group of foes; creatures that could walk through the PC's hex; creatures immune to magic; creatures that gain hit points when hit with a weapon. All kinds of stuff. It's not an every adventuring day thing, but it does make the game more interesting than everyone knowing that a troll loses regeneration via fire. [/QUOTE]
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