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<blockquote data-quote="gamerprinter" data-source="post: 5280219" data-attributes="member: 50895"><p>I don't see it as metagame knowledge, I see it as the ranger's knowledge of where he/she lives. Isn't it possible that her town/tribe gets regularly raided by orcs and giants, and the town has been raided 4 times by each during her lifetime. So now all grown up and ready to be a ranger, wouldn't that person be aware of what major threats are found in the region? Thus orcs and giants become her first two choices. She can learn the other threats as she gains experience to know what her next selection will be.</p><p></p><p>If the campaign is constructs and undead, if the existence of them occurs at the start of the campaign so none of the locals could be prepared for that, recommending constructs and undead would be metagame knowledge - that might be an exception to such foreknowledge.</p><p></p><p>It really depends on the setting, the intended campaign, the prepublished adventure used, but except for extraordinary circumstances such as what is mentioned in the previous paragraph, I wouldn't consider it metagame knowledge for the ranger to guess ahead of time the major threats.</p><p></p><p>If the player is brand new to the setting that real person won't be able to guess the surrounding threats, so I provide that as background information, something that would be known to the ranger.</p><p></p><p>Is that metagaming? I don't think so.</p><p></p><p>GP</p><p></p><p>PS: the point is I pander to all members of the party, and allow each to shine in their moment ahead of the other characters, sometimes I don't pander to anyone and keep it mixed. But I never exclude a party member by limiting the encounters to strengths they don't have - that is wrong/bad/fun to any gaming party. I don't screw over my players.</p><p></p><p>PPS: its like having a rogue in the party, but as a DM I never put any traps or locked doors or only include monsters with uncanny dodge, now the rogue will never be able to do what their designed for, same applies to a Ranger's FE, a Paladin's smite evil (not having evil monsters only neutral ones, for example.) I don't see this as pandering to anyone, I see this is creating adventures that are fun for the classes the Players chose.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5280219, member: 50895"] I don't see it as metagame knowledge, I see it as the ranger's knowledge of where he/she lives. Isn't it possible that her town/tribe gets regularly raided by orcs and giants, and the town has been raided 4 times by each during her lifetime. So now all grown up and ready to be a ranger, wouldn't that person be aware of what major threats are found in the region? Thus orcs and giants become her first two choices. She can learn the other threats as she gains experience to know what her next selection will be. If the campaign is constructs and undead, if the existence of them occurs at the start of the campaign so none of the locals could be prepared for that, recommending constructs and undead would be metagame knowledge - that might be an exception to such foreknowledge. It really depends on the setting, the intended campaign, the prepublished adventure used, but except for extraordinary circumstances such as what is mentioned in the previous paragraph, I wouldn't consider it metagame knowledge for the ranger to guess ahead of time the major threats. If the player is brand new to the setting that real person won't be able to guess the surrounding threats, so I provide that as background information, something that would be known to the ranger. Is that metagaming? I don't think so. GP PS: the point is I pander to all members of the party, and allow each to shine in their moment ahead of the other characters, sometimes I don't pander to anyone and keep it mixed. But I never exclude a party member by limiting the encounters to strengths they don't have - that is wrong/bad/fun to any gaming party. I don't screw over my players. PPS: its like having a rogue in the party, but as a DM I never put any traps or locked doors or only include monsters with uncanny dodge, now the rogue will never be able to do what their designed for, same applies to a Ranger's FE, a Paladin's smite evil (not having evil monsters only neutral ones, for example.) I don't see this as pandering to anyone, I see this is creating adventures that are fun for the classes the Players chose. [/QUOTE]
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