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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Do You Hint at Damage Resistance?
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: 7183869" data-attributes="member: 2011"><p>How exactly is "don't play the mechanics" any different than what I have been saying the entire time?</p><p></p><p>Where exactly did I post 'don't tell players anything because game mechanic abstraction means there is no possible way the characters can perceive any difference in anything they do'? </p><p></p><p>Yes, my very first post didn't go into all of the details of other ways of knowing that information, but I never stated that it was impossible for PCs to know. You are the one who posted that it is "Well, with the Dex save bonus, it'll be <strong>bloody obvious</strong> because they dodged out of the way incredibly quickly.". Why must that be the case? Why must it be obvious? Why can't it be that they turtled up? Or hid behind a shield? Or said a quick prayer to their deity that was answered? Or just plain got lucky (less fire than normal hit them by pure happenstance)? Yes, we need a game mechanic (Dex save) to determine the results (you saved, so you take half damage), but why does the mechanic have to 100% reflect the narrative description of what happened every single time?</p><p></p><p>Why can the game mechanic just be the rule that determines the result and something else sometimes be the description? And why is it a sin to have situations where the players do not know what game mechanic resulted in a given result, or that the players are in the dark about what a give result even is?</p><p></p><p>In your game world view of "With resistance, an experienced player will see the creature get engulfed in the flames and not look as damaged as it otherwise should.", why does the PC (I assume you meant PC, not player) always 100% notice how much damage a foe takes, why does the PC always know how much damage the foe should have taken, why does the PC know anything about the protective capabilities of the foe AT ALL? The foe might not seemed very damaged because he has a ton of hit points. The foe might not seemed very damaged because it is an illusion. The foe might not seem very damaged because it is a creature whose outwards appearance does not indicate its inward damage. Or, the caster might not be observant enough to notice anything special at all? Or alternatively, there could be situations where it is totally obvious like you seem to espouse.</p><p></p><p>Why is your game restricted to not include other possibilities?</p><p></p><p>My position is the same. Don't just use the numbers and mechanics to determine what you let players know. Change it up a bit. Add some mystery. If you do it a given way, don't just always do it that way. Don't let the numbers drive your game. The numbers drive the results, but they shouldn't always drive what the PCs and players know about a situation.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 7183869, member: 2011"] How exactly is "don't play the mechanics" any different than what I have been saying the entire time? Where exactly did I post 'don't tell players anything because game mechanic abstraction means there is no possible way the characters can perceive any difference in anything they do'? Yes, my very first post didn't go into all of the details of other ways of knowing that information, but I never stated that it was impossible for PCs to know. You are the one who posted that it is "Well, with the Dex save bonus, it'll be [b]bloody obvious[/b] because they dodged out of the way incredibly quickly.". Why must that be the case? Why must it be obvious? Why can't it be that they turtled up? Or hid behind a shield? Or said a quick prayer to their deity that was answered? Or just plain got lucky (less fire than normal hit them by pure happenstance)? Yes, we need a game mechanic (Dex save) to determine the results (you saved, so you take half damage), but why does the mechanic have to 100% reflect the narrative description of what happened every single time? Why can the game mechanic just be the rule that determines the result and something else sometimes be the description? And why is it a sin to have situations where the players do not know what game mechanic resulted in a given result, or that the players are in the dark about what a give result even is? In your game world view of "With resistance, an experienced player will see the creature get engulfed in the flames and not look as damaged as it otherwise should.", why does the PC (I assume you meant PC, not player) always 100% notice how much damage a foe takes, why does the PC always know how much damage the foe should have taken, why does the PC know anything about the protective capabilities of the foe AT ALL? The foe might not seemed very damaged because he has a ton of hit points. The foe might not seemed very damaged because it is an illusion. The foe might not seem very damaged because it is a creature whose outwards appearance does not indicate its inward damage. Or, the caster might not be observant enough to notice anything special at all? Or alternatively, there could be situations where it is totally obvious like you seem to espouse. Why is your game restricted to not include other possibilities? My position is the same. Don't just use the numbers and mechanics to determine what you let players know. Change it up a bit. Add some mystery. If you do it a given way, don't just always do it that way. Don't let the numbers drive your game. The numbers drive the results, but they shouldn't always drive what the PCs and players know about a situation. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Do You Hint at Damage Resistance?
Top