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OK, so you did. Apologies.Yes, I'm definitely the one who missed it, since I brought it up in the first place and asked about it, in posts #866 and #871.
OK, so you did. Apologies.Yes, I'm definitely the one who missed it, since I brought it up in the first place and asked about it, in posts #866 and #871.
AC is rarely interesting, unless it's unusually high or low to begin with. You just don't have a big tactical shift within the 55%-70% hit range. I'm happy to give it away in the initial "what do I know about this thing" checks, or after the first few attacks. Either way, it significantly speeds things up to let PCs evaluate their own attacks. The same logic applies to the DCs of enemy abilities that happen repeatedly and saving throw bonuses/opposed checks.Though honestly, how hard it is to figure out a defense various considerably anyway. Its a little trickier with D&D-oids because of the range of results with a D20, but its still something you can sometimes figure out in a single round (or close enough); if one person misses with a 14 and another hits with a 16, the AC is either 15 or 16 and it doesn't take much to figure that out.
True, though rolls that so neatly bracket the AC don't always occur before the combat's over.Though honestly, how hard it is to figure out a defense various considerably anyway. Its a little trickier with D&D-oids because of the range of results with a D20, but its still something you can sometimes figure out in a single round (or close enough); if one person misses with a 14 and another hits with a 16, the AC is either 15 or 16 and it doesn't take much to figure that out.
Nope. I'm speaking from the experiences I have had and with virtually every DM that does it, it's about realism and not control. With maybe one single exception, and I'm not even sure about him, none of them have said or even implied, "I need a way to control the players, so part of my diabolical plan of control is not to hand out the numbers." I did hear a ton of how it wasn't realistic. It ruins the challenge. And so on. They had valid reasons, not control issues.
In fact, it seems so preposterous that DMs would want to control players and do so by not sharing numbers, that it makes me wonder if you have completely misread the DMs you've played with that don't just hand all the numbers over to the players.
You mean except for the last time in which I also clarified.![]()
Apples and Oranges. As I explained to @pemerton, numbers have different uses for different roles. I also love how in one breath you say I didn't clarify and in the next you say that I used numbers to make it clearer.
DM: Because you the players clearly understand the purpose of the runic circle, the wizard understands that it's a summoning circle.
DM: No, wait. It's a teleportation circle.
DM: No, wait. It's a circle used for ritual sacrifice.
DM: No, wait. It's a circle used for protection.
DM: No, wait. It's a circle used by giant clerics to stand in when communing with their gods.
DM: Crap! Which of those ways was the one that you all clearly understood it to be? I'm going to need to know in order to make the circle do that instead of one of the other various ways it could be used.
I'm not really following the rune circle discussion, I think I have already forgotten the context in which it was introduced...
Exploring the world through the eyes of the characters, not the jaded and game-weary eye of the players, is the good stuff, at least to me.
@hawkeyefan was saying that he would just tell the players what the runic circle was, because the players have a clear idea of what it is. How he would do it is justify it somehow via a PC with an appropriate class or background and have the information come out that way. My response was to show that there isn't really a "clear" thing it could or would be, since there are several options.
True, though rolls that so neatly bracket the AC don't always occur before the combat's over.
He literally says that not letting the players look up the book makes the game more challenging. He then comments that not letting them look up the book will put their knowledge to the test. What knowledge is he referring to? To me, those most natural reading is their knowledge of the contents of book.Context is your friend. Here it is again for you.
"One final note: as valuable as this volume is with its wealth of information, some DMs may wisely wish to forbid their players from referring to the MANUAL in the midst of an encounter, since it will be considerably more challenging to confront a monster without an instant rundown of its strengths and weaknesses - and besides, a D & D player’s true mettle (and knowledge) will be put to the test. And as even the most casual D & D player knows, that’s what this fascinating game is all about. . ."
I mean, he is literally saying that keeping the numbers from the players during the encounter makes the game more challenging right before he says that the game is about challenge.
And here is what I actually posted:I was talking to @pemerton who tried to use the game's wargaming roots as the reason to hand out the numbers.
So not only are you, @Maxperson, wrong about what Gygax literally said, you are also wrong about what I "tried to" do.Gygax's approach to D&D was a wargame approach, in which some information (from the fiction) that is obvious to the characters (eg how is this mercenary equipped?) is numerically represented in ways that the players are expected to be familiar with - eg a sword does d8 damage, a hauberk is AC 5, etc. Whereas some other information is hidden, and part of the point of play is to try and learn it.
There is no principle in Gygax's work that I am familiar with which states that it is important that the GM not tell the players any stats, because this is not the players' role.
I, relatively casually, offered as an example of a GM describing the scene to the players as including a dragon trapped in a circle of imprisonment.I'm not really following the rune circle discussion, I think I have already forgotten the context in which it was introduced...
Some posters have told me it's all about realism. Others have told me it's about immersion.So we're back, unsurprisingly, to this whole argument just being preference. Some folks like it one way, some another. Everyone is right.
Realism and immersion are my preference, yes. What's yours?Some posters have told me it's all about realism. Others have told me it's about immersion.
I have a vague recollection of you being among those posters, although I've not gone back through the thread to confirm that.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.