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<blockquote data-quote="gizmo33" data-source="post: 4628297" data-attributes="member: 30001"><p>Yea, there are many games that rely on this "fog" to provide an extra element of interest. I remember a time in DnD where we experimented with a "declare your action before you roll initiative" way of doing things. Other editions of DnD (based on your "protection from arrows" example, I would assume you're not playing 4E) are one thing, but I think with 4E some of the powers were assumed to be used by a player with knowledge of the numbers involved. This is a balance issue for 4E and wouldn't apply to other editions.</p><p> </p><p></p><p> </p><p>The player could have missed the spell casting information because he was crunching too loudly on a cheesypoof at the time. That would be one of my qualms about this personally - that the players reason for missing the information would not be applicable to the character's missing of it. Then again, it's nice when players pay attention, and there has always been a "you are your character, you make his decisions" metagaming aspect to DnD - which is nice because it keeps the players paying attention. </p><p> </p><p></p><p> </p><p>IME they still do this, they just don't move their character, so they pretty much just walk around the board a bunch of times (or something similar) and then decide, which actually takes longer. Granted, I could (and have) gotten strict and said "this is combat, you've gotta go now!" but I'm often in the middle of choosing tactics for monsters or making notes and I can't devote 100% of my attention to being fair on timing issues. I'd need a seperate ref just to watch the clock. I think I might buy a stopwatch though, just for the heck of it.</p><p> </p><p>Same thing with limiting player communication - I make a half-hearted attempt to enforce this, if for no other reason than just to keep the game moving. It's half-hearted because I know that sometimes I was paying attention to how long a player's action took, and other times I'm not paying attention - and I'd hate to enforce strict time limits in a situation that would cost a character his life if I wasn't consistent about it. So in the end I rationalize it as: "your character is a hero, he can think fast on his feet and he has a special rapport with the other PCs in the party so he knows what they're thinking". My current crop of players overthink *everything* but they don't seem to mind the slowness and I'd hate to enforce a table rule if everyone but me would be annoyed by it.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 4628297, member: 30001"] Yea, there are many games that rely on this "fog" to provide an extra element of interest. I remember a time in DnD where we experimented with a "declare your action before you roll initiative" way of doing things. Other editions of DnD (based on your "protection from arrows" example, I would assume you're not playing 4E) are one thing, but I think with 4E some of the powers were assumed to be used by a player with knowledge of the numbers involved. This is a balance issue for 4E and wouldn't apply to other editions. The player could have missed the spell casting information because he was crunching too loudly on a cheesypoof at the time. That would be one of my qualms about this personally - that the players reason for missing the information would not be applicable to the character's missing of it. Then again, it's nice when players pay attention, and there has always been a "you are your character, you make his decisions" metagaming aspect to DnD - which is nice because it keeps the players paying attention. IME they still do this, they just don't move their character, so they pretty much just walk around the board a bunch of times (or something similar) and then decide, which actually takes longer. Granted, I could (and have) gotten strict and said "this is combat, you've gotta go now!" but I'm often in the middle of choosing tactics for monsters or making notes and I can't devote 100% of my attention to being fair on timing issues. I'd need a seperate ref just to watch the clock. I think I might buy a stopwatch though, just for the heck of it. Same thing with limiting player communication - I make a half-hearted attempt to enforce this, if for no other reason than just to keep the game moving. It's half-hearted because I know that sometimes I was paying attention to how long a player's action took, and other times I'm not paying attention - and I'd hate to enforce strict time limits in a situation that would cost a character his life if I wasn't consistent about it. So in the end I rationalize it as: "your character is a hero, he can think fast on his feet and he has a special rapport with the other PCs in the party so he knows what they're thinking". My current crop of players overthink *everything* but they don't seem to mind the slowness and I'd hate to enforce a table rule if everyone but me would be annoyed by it. [/QUOTE]
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