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How much game mechanics do PCs get to see?
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<blockquote data-quote="wedgeski" data-source="post: 1847733" data-attributes="member: 16212"><p>My group, I'm sure, would respond negatively to not knowing the numbers behind their character, but it's part of the game for them to have something tangible they can take away and play around with in their heads, so that's fine with me. It's an interesting idea though so I might give it a whack for a one-off sometime and see how it plays out.</p><p></p><p></p><p></p><p>Depends, really, whether there's a consequence for failure. It's only fair to give them the benefit of their own expertise if failing the check could be bad.</p><p></p><p></p><p></p><p>Also depends on how much that save DC would be giving away. I withhold spell save DC's for a couple of rounds then give them up on the assumption that the spellcasters can get a general sense of their opponent's expertise. Trap and other one-shot DC's I tend to give up straight away for that added tension factor.</p><p></p><p></p><p></p><p>Judgment call. If I can recall that they've seen the same spell before, then I'll use it by name. Otherwise, and also if I'm in any doubt, I'll describe it. However my players like using Spellcraft for this kind of thing, and I like to encourage them to use it too.</p><p></p><p></p><p></p><p>Like spell DC's I'll keep it to myself for a bit then give it up. Besides which, 'Guess the AC' is a game that one of my players loves to play at every opportunity, so who am I to deny him his fun? <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></p><p></p><p>Again, it depends whether the action was [a] obvious (or otherwise perceptible), <strong> within a PC's expertise or [c] within the realms of common sense. When in any doubt I just describe what they see and let the guessing commence.</strong></p><p><strong></strong></p><p><strong>Mechanics are a large part of (one of) my group's play style. They're not rules lawyers (more rules legal secretaries), but it is an aspect of the game they enjoy and thus, quite reasonably, part of the table.</strong></p></blockquote><p></p>
[QUOTE="wedgeski, post: 1847733, member: 16212"] My group, I'm sure, would respond negatively to not knowing the numbers behind their character, but it's part of the game for them to have something tangible they can take away and play around with in their heads, so that's fine with me. It's an interesting idea though so I might give it a whack for a one-off sometime and see how it plays out. Depends, really, whether there's a consequence for failure. It's only fair to give them the benefit of their own expertise if failing the check could be bad. Also depends on how much that save DC would be giving away. I withhold spell save DC's for a couple of rounds then give them up on the assumption that the spellcasters can get a general sense of their opponent's expertise. Trap and other one-shot DC's I tend to give up straight away for that added tension factor. Judgment call. If I can recall that they've seen the same spell before, then I'll use it by name. Otherwise, and also if I'm in any doubt, I'll describe it. However my players like using Spellcraft for this kind of thing, and I like to encourage them to use it too. Like spell DC's I'll keep it to myself for a bit then give it up. Besides which, 'Guess the AC' is a game that one of my players loves to play at every opportunity, so who am I to deny him his fun? :) Again, it depends whether the action was [a] obvious (or otherwise perceptible), [b] within a PC's expertise or [c] within the realms of common sense. When in any doubt I just describe what they see and let the guessing commence. Mechanics are a large part of (one of) my group's play style. They're not rules lawyers (more rules legal secretaries), but it is an aspect of the game they enjoy and thus, quite reasonably, part of the table.[/b] [/QUOTE]
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