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Is He Damaged?
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<blockquote data-quote="pvandyck" data-source="post: 2942862" data-attributes="member: 6885"><p>I allow for some information, as I don't think it's fair for a player to be clueless. I think a competent fighter, whirling away with his daggers, should know if he's hurting his target, and not be clueless that he's not getting by the DR. I also like to quantify it a little, as every number in this game is simply to support the "simulation" of combat. Less than that is like a storyteller system, which can descend into "I shot you!" "Nuh-uh! I have a invisible shield" childish disagreements.</p><p></p><p>I allow a person to know the hitpoint status of creatures and other pcs (that have a Con score), veiwing them at a distance, by making a Heal check DC 15. They only get a thumb-sign - up 100% - down 0% - or somewhere in the middle. That's also a free action. I wouldn't let them know non-lethal damage information, but it's never come up. I would use this same approach with energy resistance. You have to know some Healing.</p><p></p><p>I tell a player if something "didn't take any damage from your hit" or "Didn't take as much damage as it should" with DR issues. Players can usually figure out if DR is 5 or 10 after a few hits, because they know what damage they have done in their attacks, and I'm OK with that.</p><p></p><p>I will also use the knowledge (nature for plants, local for humanoids, arcane for magical beasts) skills to give players information even before combat starts. I have them roll, the higher the more they know. If they roll 30, I almost read them the stat block and description. If they roll 15, they only know the "high points" - "Displacer beasts displace!" or "beholders have eyes that fire spells!". In this way, they may actually know the DR or resistances, basic number of hit dice, etc. While this may offend players that like a more story-teller or roleplaying approach, it works well with my rules-heavy, tactical, combat-likeing group. Those who have the knowledge can't pass it on to others until it's their turn in combat, and only with brief sentences.</p><p></p><p>I also tell my player what reach a creature has, as I feel this is a phyically event thing just looking at a creature. I don't think it's fair to surprise a player who is walking up to the creature with some nasty AOOs. If it seems like the creature's shtick is to conceal that, however, I wouldn't tell them unless they made their knowledge check.</p><p></p><p>That is what I have used regularly.</p><p></p><p>As to these other particulars:</p><p></p><p>I wouldn't tell them the difference between regenaration and fast healing just by viewing it. Maybe the knowledge check would have told them, though.</p><p></p><p>I wouldn't allow them to tell the difference between dazed and stunned without some kind of fairly difficult Healing check.</p><p></p><p>I WOULD allow knowing the difference between some supernatural ability and a spell-like ability (by looking at it happening) with a fairly easy spellcraft check.</p><p></p><p></p><p>pvandyck</p></blockquote><p></p>
[QUOTE="pvandyck, post: 2942862, member: 6885"] I allow for some information, as I don't think it's fair for a player to be clueless. I think a competent fighter, whirling away with his daggers, should know if he's hurting his target, and not be clueless that he's not getting by the DR. I also like to quantify it a little, as every number in this game is simply to support the "simulation" of combat. Less than that is like a storyteller system, which can descend into "I shot you!" "Nuh-uh! I have a invisible shield" childish disagreements. I allow a person to know the hitpoint status of creatures and other pcs (that have a Con score), veiwing them at a distance, by making a Heal check DC 15. They only get a thumb-sign - up 100% - down 0% - or somewhere in the middle. That's also a free action. I wouldn't let them know non-lethal damage information, but it's never come up. I would use this same approach with energy resistance. You have to know some Healing. I tell a player if something "didn't take any damage from your hit" or "Didn't take as much damage as it should" with DR issues. Players can usually figure out if DR is 5 or 10 after a few hits, because they know what damage they have done in their attacks, and I'm OK with that. I will also use the knowledge (nature for plants, local for humanoids, arcane for magical beasts) skills to give players information even before combat starts. I have them roll, the higher the more they know. If they roll 30, I almost read them the stat block and description. If they roll 15, they only know the "high points" - "Displacer beasts displace!" or "beholders have eyes that fire spells!". In this way, they may actually know the DR or resistances, basic number of hit dice, etc. While this may offend players that like a more story-teller or roleplaying approach, it works well with my rules-heavy, tactical, combat-likeing group. Those who have the knowledge can't pass it on to others until it's their turn in combat, and only with brief sentences. I also tell my player what reach a creature has, as I feel this is a phyically event thing just looking at a creature. I don't think it's fair to surprise a player who is walking up to the creature with some nasty AOOs. If it seems like the creature's shtick is to conceal that, however, I wouldn't tell them unless they made their knowledge check. That is what I have used regularly. As to these other particulars: I wouldn't tell them the difference between regenaration and fast healing just by viewing it. Maybe the knowledge check would have told them, though. I wouldn't allow them to tell the difference between dazed and stunned without some kind of fairly difficult Healing check. I WOULD allow knowing the difference between some supernatural ability and a spell-like ability (by looking at it happening) with a fairly easy spellcraft check. pvandyck [/QUOTE]
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