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Letting a Game feel like a Game ~ Mechanics and Simulationism
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<blockquote data-quote="werecorpse" data-source="post: 8162549" data-attributes="member: 55491"><p>As I said above once they are past low levels, and are a couple of rounds in to a fight I tell them AC and approximately what proportion of max hp the creature has left (As well as if a creature is resistant, vulnerable etc.) I also tell people conditions affecting the creature (stunned, blind, poisoned etc).</p><p></p><p>Note we always roll for damage.</p><p></p><p>I think that the suggestion that knowing this info means there isn’t uncertainty in a fight is mistaken. I’ve had plenty of times where the 8th level fighter works out that he will “finish off this badly injured quaggoth then run up and attack the drow acolyte” then he rolls two misses, or a single hit for minimum damage. It’s not certain what will happen once dice are added to the equation. Last fight I had a rogue opt to not shoot a moderately injured bugbear because it was inside the area of a clerics spirit guardians so he figured it would take enough damage to kill it before it could act. He was right, felt tactically vindicated and I suspect felt good about it. That is good Imo.</p><p></p><p>Now I could have kept stuff secret in both fights forcing the players who enjoy and want to partake in the odds/tactics play to work out roughly how many hp the bugbear had on their own, by say taking careful note of how much damage was done to other bugbears and making an assumption that the others were about the same but why make them do that math work?</p><p></p><p>I even tell inexperienced players who are learning the game stuff like “the hobgoblin is heavily armoured so hard to hit but it doesn’t look as agile as the goblins” so that the cleric might think to use sacred flame instead of attacking with her mace. When she does, if it works she gets a good feeling as she feels clever and that’s at least part of the aim.</p><p></p><p>if a player doesn’t really want to know stuff like AC or how wounded a creature is I find they tend to ignore the info provided easily enough, when I do provide it they still often choose the less optimal path because they forget/don’t pay attention to that stuff - they are just hitting the creature that is closest or using some other reason to choose which they attack (it threatens our mage, it will get away to warn others, it looks like a leader, it’s got a fancy magic hat etc)</p></blockquote><p></p>
[QUOTE="werecorpse, post: 8162549, member: 55491"] As I said above once they are past low levels, and are a couple of rounds in to a fight I tell them AC and approximately what proportion of max hp the creature has left (As well as if a creature is resistant, vulnerable etc.) I also tell people conditions affecting the creature (stunned, blind, poisoned etc). Note we always roll for damage. I think that the suggestion that knowing this info means there isn’t uncertainty in a fight is mistaken. I’ve had plenty of times where the 8th level fighter works out that he will “finish off this badly injured quaggoth then run up and attack the drow acolyte” then he rolls two misses, or a single hit for minimum damage. It’s not certain what will happen once dice are added to the equation. Last fight I had a rogue opt to not shoot a moderately injured bugbear because it was inside the area of a clerics spirit guardians so he figured it would take enough damage to kill it before it could act. He was right, felt tactically vindicated and I suspect felt good about it. That is good Imo. Now I could have kept stuff secret in both fights forcing the players who enjoy and want to partake in the odds/tactics play to work out roughly how many hp the bugbear had on their own, by say taking careful note of how much damage was done to other bugbears and making an assumption that the others were about the same but why make them do that math work? I even tell inexperienced players who are learning the game stuff like “the hobgoblin is heavily armoured so hard to hit but it doesn’t look as agile as the goblins” so that the cleric might think to use sacred flame instead of attacking with her mace. When she does, if it works she gets a good feeling as she feels clever and that’s at least part of the aim. if a player doesn’t really want to know stuff like AC or how wounded a creature is I find they tend to ignore the info provided easily enough, when I do provide it they still often choose the less optimal path because they forget/don’t pay attention to that stuff - they are just hitting the creature that is closest or using some other reason to choose which they attack (it threatens our mage, it will get away to warn others, it looks like a leader, it’s got a fancy magic hat etc) [/QUOTE]
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