airwalkrr said:
I've noticed my players often expect to know things that their characters would have no way of knowing in combat. Here are some of the most common ones.
-Did it look like I bypassed his damage reduction?
-Did it look like I bypassed his energy resistance?
-Is he regenerating or simply fast healing?
-How many hit points are you down?
-Are you stunned or just dazed?
-Did he just use a spell-like ability?
-Did you stabilize or are you still dying?
DR and energy resistance: I think you can see when something is affected less than you thought. I guess it depends much on how you describe these things: instant healing or damage prevention. Instant healing is very obvious, of course. Still, damage prevention seems to me like something you'd pick up on.
Regen vs fast heailing: I guess that's harder: It is said that a troll just heals right back no matter what you do (unless you use acid of fire, of course), which would look like fast healing. The non-lethal part would suggest that he doesn't take real wounds, though. Let them make a check (spot, knowledge, sense motive, something like that) to discern it.
Total HP damage taken: A character wouldn't know the exact hp another has taken, but then again, there's no such thing as hit points in-game. For monsters, I usually say things like "he's half-dead", "he's wounded badly", "he stands with one (or n-1) leg (s) in his grave) since I won't tell them the enemies' exact HP, but among the party, I have no problem with them saying "I'm down from 100 to 20".
Stunned/Dazed: Yes, you can discern between the two. Dazed is a short, well, dazedness, shaking your head rigorously will help, but stunned is worse: You drop what you're holding and are completely unresponsive.
Spell-Like abilities: Depends. If he suddenly throws a fireball at the party, I won't mind telling them that yes, he did. Other than that, unless there are obvious effects, they would have to succeed on a spot and/or sense motive check to determine it, provided it is even possible.
Dying vs. stabilized: Let them make a quick heal check. How high that check's DC should be is up to the DM. Maybe the bleeding stopped, which might be quite obvious. Maybe it's impossible to discern.