Fifth Element
Legend
I'll give you that one.I honestly think it's just a case of sloppy writing.
I'll give you that one.I honestly think it's just a case of sloppy writing.
It looks to me like a case of very careful writing, insofar as the meaning of "tell a story" is made perfectly clear in the elaboration that follows.Jeff Wilder said:I honestly think it's just a case of sloppy writing.
If you say so.It looks to me like a case of very careful writing, insofar as the meaning of "tell a story" is made perfectly clear in the elaboration that follows.
I agree here. I don't play D&D the way that passage describes the Star Wars RPG. I also dispute its description of the purpose of "any RPG."
In the cases you cite, I think it merely appropriate that players should get such clues.
It is in my experience almost unheard of for a D&D game (or almost any RPG) to conceal players' Hit Point scores from them. There seems to be a very intuitive grasp of the importance of observing that resource in assessing risks.
To hide attack, save and damage rolls likewise makes the game harder. To discover, for instance, an opponent's chance of hitting requires a big enough sample. To find out not just how often but how hard requires a big enough sample of actual hits. Remove hit point information on top of that, and the only hard data you get is:
How long did it take to get this character killed?
Repeat enough times to reach statistical significance.
Alternatively, players can memorize the Monster Manual. Is that "ugly", too?
"Metagaming" my Aunt Fanny! It's just gaming.
If you need some kind of "method acting" rationale, try this on for size: If I were a veteran fighting man actually informed by all five senses and by memories of both watching and fighting many fights -- then might I not have more information than a GM's verbal description is likely to provide?
There is no requirement for discussion. A single word is enough. "He rolled a 20. Fudge. 16. He misses."
Of course, if they are aware that you are fudging, that too removes some uncertainty, doesn't it? "Will the BBEG stike for another critical, killing the paladin?" "Why, no, we can safely expect any such roll to be fudged!"
Is it possible to have a successful game using techniques that are not generally recommended?
And, even after noting that exception, do we conclude that Piratecat is running his best possible game by not prepping, or do we consider that, should Piratecat have the time and inclination to prep more, it is possible that he could improve his game?
ExploderWizard said:I don't know where the notion that I don't let players know thier own hp totals came from?
This is informative without having to say: " You hit it for 17 points of damage. It is now down to 212 hp."
Not only do I disagree with your characterization, I do not place on it in the first place the value that you do.If this were rolled openly the player would know that extreme luck is the reason for the good fortune and withdraw while the character would run from a fight he/she was winning for no apparent reason.
There are ways to communicate threat levels that permit rational player choice without laying the stats out on the table and asking " ok you wanna fight this?" We can also rattle off whatever treasure it happens to be guarding so no time is wasted going after chump change.
I don't know where the notion that I don't let players know thier own hp totals came from? They are expected to track that themselves.
Method acting? Hardly. A player can score a hit for maximum damage and I let him know that the monster barely seemed to take notice of it. This is informative without having to say: " You hit it for 17 points of damage. It is now down to 212 hp."
Players will figure out what they need to score a hit fairly quickly. The part that remains concealed is how difficult it was for the monster to hit them. If I describe a claw attack against a player as " slamming into you almost effortlessly" then the creature most likely hits on a low number.
Moreover, when we explicitly make production of art "the purpose of" a process, it stands to reason (at least to me) that the artist's intuition and "feeling" is going to play a decisive role.
"Avoiding anticlimax", or any other "dramatic necessity" is a sensible concern for authoring a dramatic story. Ditto assumptions that these or those figures are "the heroes". Script immunity is premised upon there being after some fashion a "script" in the first place.
No. There are a whole lot of things from which a DM can deviate judiciously without "fudging". The question is what kind of "fun" one is looking for in the first place.a view that the DM can deviate from those things judiciously in order to make the gameplay experience more "fun" (however one defines that)