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General Tabletop Discussion
*Dungeons & Dragons
Do You Hint at Damage Resistance?
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<blockquote data-quote="dave2008" data-source="post: 7183801" data-attributes="member: 83242"><p>IMO, it would vary given on the situation. As I mentioned, option #4 is completely viable. So sometimes not at all. I would not note a difference between 15 and 30 on a 400HP monster, but that's me.</p><p></p><p></p><p></p><p></p><p>I agree. I wouldn't mention any difference in this situation. My point is to use all the tools in the tool box to make the game more interesting, and sometimes more realistic. If I believe it is more realistic for the characters to have the possibility of discerning a creatures resistance or immunity to a given attack I would probably provide hints. If not, I wouldn't. For me, it was makes sense in the game world first, and then what is more fun for my players a close second. Sometimes, the 2nd over rules the first.</p><p></p><p></p><p></p><p>That is not how I have generally played. I look at it like this: AC and HP are fairly abstract and can mean multiple things, as you described, depending on the needs of the situation/story. DR and Regeneration on the other hand are specific descriptors that inform the DM to modify AC / HP story. Thus, they inform the DM to described the attack / damage dynamic differently than normal. In addition, they even suggest how to do it, it is right there in the name after all!</p><p></p><p>I'm not suggestion AC or DR is the only way to describe a strong exoskeleton, they both can. What I am suggesting is that the intent, and the opportunity, is that one modifies the other. If DR wasn't intended to modify how we describe AC/HP then why have it all? Obviously you can play it so that there is no descriptive difference, but for me that is a lost opportunity. What is the reward for the players and DMs for not differentiating it. The only one I see is that it makes the game slightly easier to run, but I feel it sacrifices some of the fun.</p><p></p><p></p><p></p><p>That is definitely and issue. Of course, over a campaign I would expect characters to become more and more aware of the effects of DR in world. So it should be easier for them to pick it up. I actually take that into account. At low levels I give few, vague, or no hints. These become more clear as they get higher in level. The few epic games we've played I pretty much straight up tell them what's going on.</p><p></p><p>Personally, I've only run 3 campaigns (with 2 groups) over my almost 30 yr gaming career, so it hasn't been a problem for me.</p></blockquote><p></p>
[QUOTE="dave2008, post: 7183801, member: 83242"] IMO, it would vary given on the situation. As I mentioned, option #4 is completely viable. So sometimes not at all. I would not note a difference between 15 and 30 on a 400HP monster, but that's me. I agree. I wouldn't mention any difference in this situation. My point is to use all the tools in the tool box to make the game more interesting, and sometimes more realistic. If I believe it is more realistic for the characters to have the possibility of discerning a creatures resistance or immunity to a given attack I would probably provide hints. If not, I wouldn't. For me, it was makes sense in the game world first, and then what is more fun for my players a close second. Sometimes, the 2nd over rules the first. That is not how I have generally played. I look at it like this: AC and HP are fairly abstract and can mean multiple things, as you described, depending on the needs of the situation/story. DR and Regeneration on the other hand are specific descriptors that inform the DM to modify AC / HP story. Thus, they inform the DM to described the attack / damage dynamic differently than normal. In addition, they even suggest how to do it, it is right there in the name after all! I'm not suggestion AC or DR is the only way to describe a strong exoskeleton, they both can. What I am suggesting is that the intent, and the opportunity, is that one modifies the other. If DR wasn't intended to modify how we describe AC/HP then why have it all? Obviously you can play it so that there is no descriptive difference, but for me that is a lost opportunity. What is the reward for the players and DMs for not differentiating it. The only one I see is that it makes the game slightly easier to run, but I feel it sacrifices some of the fun. That is definitely and issue. Of course, over a campaign I would expect characters to become more and more aware of the effects of DR in world. So it should be easier for them to pick it up. I actually take that into account. At low levels I give few, vague, or no hints. These become more clear as they get higher in level. The few epic games we've played I pretty much straight up tell them what's going on. Personally, I've only run 3 campaigns (with 2 groups) over my almost 30 yr gaming career, so it hasn't been a problem for me. [/QUOTE]
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