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Handling Monster Information
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<blockquote data-quote="sfedi" data-source="post: 5040684" data-attributes="member: 15746"><p>You can think of it not as "you cannot say it" but more on the line of "this is something that it isn't easy to communicate".</p><p></p><p>Because there are lots of words and concepts we have at the game level that make much easier to transmit certain concepts, that characters wouldn't have.</p><p></p><p></p><p>LOL</p><p></p><p>The bushes had an aura of fire damage, that was obvious for all of them.</p><p>But what was not obvious is that been 2 squares from a bush was dangerous because of the elemntal's power.</p><p>They where in a 6 square wide path, so the central 2 squares where the safest.</p><p></p><p></p><p>I don't want to restrict the relaying.</p><p>But I don't want just information to be transmited.</p><p>I want everyone to feel that the character who has the knowledge of the creatures, knows what has to be done to deal with them.</p><p></p><p></p><p>Right, that's another thing I try to avoid.</p><p>I want the players to handle the least amount of information possible, as well as the more valuable possible.</p><p>That's why I think giving orders or advice is better than just handling out info.</p><p>(of course, assuming that the orders/advice is a decent one)</p><p></p><p>I definetely want the knowledge check to be useful, so that's a priority.</p><p>If I can't come up with something cool, I prefer to err on the side of giving too much information.</p><p></p><p>--------</p><p></p><p>The "you can't say this" is the part that was the most problematic, for me at least. My players where nice enough to give it a try, and they haven't complained yet.</p><p></p><p>But note that the main intention here is to make the player who has the info the one that can make it useful or not.</p><p>And in addition, make the group feel that the one that has the information, is the one that can guide or give advice.</p><p></p><p>Of course, I can fail miserably in my intentions with what I proposed, but hey, that's why I posted it here <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p>(so far, it worked with my group, but we are still testing)</p></blockquote><p></p>
[QUOTE="sfedi, post: 5040684, member: 15746"] You can think of it not as "you cannot say it" but more on the line of "this is something that it isn't easy to communicate". Because there are lots of words and concepts we have at the game level that make much easier to transmit certain concepts, that characters wouldn't have. LOL The bushes had an aura of fire damage, that was obvious for all of them. But what was not obvious is that been 2 squares from a bush was dangerous because of the elemntal's power. They where in a 6 square wide path, so the central 2 squares where the safest. I don't want to restrict the relaying. But I don't want just information to be transmited. I want everyone to feel that the character who has the knowledge of the creatures, knows what has to be done to deal with them. Right, that's another thing I try to avoid. I want the players to handle the least amount of information possible, as well as the more valuable possible. That's why I think giving orders or advice is better than just handling out info. (of course, assuming that the orders/advice is a decent one) I definetely want the knowledge check to be useful, so that's a priority. If I can't come up with something cool, I prefer to err on the side of giving too much information. -------- The "you can't say this" is the part that was the most problematic, for me at least. My players where nice enough to give it a try, and they haven't complained yet. But note that the main intention here is to make the player who has the info the one that can make it useful or not. And in addition, make the group feel that the one that has the information, is the one that can guide or give advice. Of course, I can fail miserably in my intentions with what I proposed, but hey, that's why I posted it here :D (so far, it worked with my group, but we are still testing) [/QUOTE]
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