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<blockquote data-quote="Jolly Giant" data-source="post: 2149698" data-attributes="member: 5278"><p>My players sometimes ask questions like "how does he/she/it look by know?", hoping I'll give them a clue to how many HP their enemy has left. I generally just smile and tell them what they've just done: "He/she/it has X cuts from your swords and Y arrows sticking out of his/her/its body". Then they go "Yeah. Right..." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>If the opponent, monster or whatever is near dead, I might say something like "He/she/it is really struggling now, but is still putting up a fight". That's all the clues I'll give them, though. We try to avoid meta-game thinking as much as possible.</p><p></p><p></p><p>I try to give the fighter types a hint about what kind of protection an opponent has and how hard/easy he is to hit, as I believe an experienced fighter should be able to judge his opponent somewhat. I might say "You have no problem hitting this guy" or "this guy's good, but you manage to land your strike"; "He easily dodges your strike" or "he barely manages to dodge your strike"; "A magic force deflects your sword, so your attack goes nowhere near him" or "A magic force deflects your sword in the last moment"; "your sword fails to penetrate the creature's hide" or "your sword simply bounces of the creature's thick hide, barely leaving a mark".</p><p></p><p>I feel that's about as much info as I can give away. It lets them know if it was an easy hit or a near miss; and if they miss by a lot or by a little.</p></blockquote><p></p>
[QUOTE="Jolly Giant, post: 2149698, member: 5278"] My players sometimes ask questions like "how does he/she/it look by know?", hoping I'll give them a clue to how many HP their enemy has left. I generally just smile and tell them what they've just done: "He/she/it has X cuts from your swords and Y arrows sticking out of his/her/its body". Then they go "Yeah. Right..." :p If the opponent, monster or whatever is near dead, I might say something like "He/she/it is really struggling now, but is still putting up a fight". That's all the clues I'll give them, though. We try to avoid meta-game thinking as much as possible. I try to give the fighter types a hint about what kind of protection an opponent has and how hard/easy he is to hit, as I believe an experienced fighter should be able to judge his opponent somewhat. I might say "You have no problem hitting this guy" or "this guy's good, but you manage to land your strike"; "He easily dodges your strike" or "he barely manages to dodge your strike"; "A magic force deflects your sword, so your attack goes nowhere near him" or "A magic force deflects your sword in the last moment"; "your sword fails to penetrate the creature's hide" or "your sword simply bounces of the creature's thick hide, barely leaving a mark". I feel that's about as much info as I can give away. It lets them know if it was an easy hit or a near miss; and if they miss by a lot or by a little. [/QUOTE]
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