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Ever kill a familiar? I did.
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<blockquote data-quote="Thanee" data-source="post: 1642267" data-attributes="member: 478"><p>There's a difference between making an adventure fun and challenging and metagaming like that.</p><p></p><p>Killing a familiar for the sole purpose, because it's a familiar and causes the PC to lose XP if it dies - altho there probably is not even a good reason for the giant to know that fact and it really doesn't make any sense to act this way (except for the DM to "punish" the player) - is just lame (lacking a better word <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />).</p><p></p><p>The giants obviously were no match for the PCs, so what should they do? Flee? Surrender? Hope for a lucky blow?</p><p></p><p>Giant sees wizard cast spells. Giant sees hawk. Giant knows that hawk is the familiar of wizard, since the PHB says, wizards have familiars. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Why are there even knowledge skills in this game, if everyone can just put 2 and 2 together?</p><p>Why should a player make a knowledge roll to find out anything about an opponent, if he could just pick up the Monster Manual and look it up in all completeness?</p><p></p><p>Ok, now that's an exaggeration, of course, but I guess you know what I mean.</p><p></p><p>Anyways, it's not the DM's job to oppose the players. The DM sets the situation - and of course does so by keeping an eye on the stats of the PCs to do it in a proper way, fun and challenging - but from there an NPC should act pretty much like a PC, according to NPC knowledge and behaviour and not as a gaming piece used to oppose the player.</p><p></p><p>I tend to have my NPCs act reasonable. Not in such a metagamish way, that's what I meant. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The difference between gaming and metagaming is believability.</p><p></p><p>No, I never put in traps for the sole reason that the rogue has something to disarm.</p><p>Also, I never put in undead for the sole reason that the cleric has something to use his turn undead power on.</p><p></p><p>When I put in stuff like that, while keeping in mind, that the PCs will have something to toy with, making everyone's special abilities useful, I always keep an eye on this believability, which seperates gaming from metagaming.</p><p></p><p>Metagaming is to use out of character knowledge to derive an in character reaction, which the character would "naturally" not come up with in that situation, because he lacks that knowledge.</p><p></p><p>Bye</p><p>Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 1642267, member: 478"] There's a difference between making an adventure fun and challenging and metagaming like that. Killing a familiar for the sole purpose, because it's a familiar and causes the PC to lose XP if it dies - altho there probably is not even a good reason for the giant to know that fact and it really doesn't make any sense to act this way (except for the DM to "punish" the player) - is just lame (lacking a better word :)). The giants obviously were no match for the PCs, so what should they do? Flee? Surrender? Hope for a lucky blow? Giant sees wizard cast spells. Giant sees hawk. Giant knows that hawk is the familiar of wizard, since the PHB says, wizards have familiars. ;) Why are there even knowledge skills in this game, if everyone can just put 2 and 2 together? Why should a player make a knowledge roll to find out anything about an opponent, if he could just pick up the Monster Manual and look it up in all completeness? Ok, now that's an exaggeration, of course, but I guess you know what I mean. Anyways, it's not the DM's job to oppose the players. The DM sets the situation - and of course does so by keeping an eye on the stats of the PCs to do it in a proper way, fun and challenging - but from there an NPC should act pretty much like a PC, according to NPC knowledge and behaviour and not as a gaming piece used to oppose the player. I tend to have my NPCs act reasonable. Not in such a metagamish way, that's what I meant. :) The difference between gaming and metagaming is believability. No, I never put in traps for the sole reason that the rogue has something to disarm. Also, I never put in undead for the sole reason that the cleric has something to use his turn undead power on. When I put in stuff like that, while keeping in mind, that the PCs will have something to toy with, making everyone's special abilities useful, I always keep an eye on this believability, which seperates gaming from metagaming. Metagaming is to use out of character knowledge to derive an in character reaction, which the character would "naturally" not come up with in that situation, because he lacks that knowledge. Bye Thanee [/QUOTE]
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