I'm prepping to run a 4e session tomorrow with a gargoyle in an encounter.
This is an example of something I dislike about the system.
The gargoyle can spend a standard action to turn to stone. On its next turn, it can leave stone form as a minor action and if it hits with an attack, it deals +20 damage.
In the fiction of the world, how do I convey this added threat to my players? How do the characters know the gargoyle has gotten more dangerous? How do they know to avoid the attacks or to target the super-charged gargoyle?
Because to me, the only way it makes sense is to say, "this gargoyle is a Lurker monster. It spends one round hiding or otherwise positioning itself to do additional damage to your characters." And to convey the information in this manner, you are reducing everything about the world to miniatures on a grid and statblocks. It's the same experience as playing Necromunda (which I'm also doing this weekend) - except with D&D, it's weekly for 4 hours and supposed to last a year or more with 6 participants.
I don't understand why you would need to tell them the mechanical description here, but not for spells or abilities that would appear in some other edition. However, in the spirit of being constructive rather than simply expressing confusion, here are some examples I would use:
- (Upon turning to stone) "The gargoyle ceases engaging with your blows, and settles into a menacing pose. Its skin, already grey, takes on a new cast, and the glow of its eyes fades as the creature turns itself into stone. It seems to draw power as it does so, perhaps communing with the earth beneath its feet." (When it changes back) "The gargoyle bursts free of its stony chrysalis! Its talons gleam as if freshly-sharpened and its eyes harbor murderous intent, ready to eviscerate the first thing it sees."
- (Turning to stone) "You know gargoyles are creatures of stone and darkness, ambush predators. This one assumes its stone form, ready to strike from the shadows." (Returning) "Almost faster than the eye can see, the former 'statue' comes to life and lunges with hungry talons and hungry eyes."
- (Turning to stone) "Some creatures infused with primal power can take stone form, either to protect themselves, heal injuries, or absorb the powers of earth to fall upon an enemy like a sack of bricks. Gargoyles may do any of those...but they delight in the last especially." (Returning) "With a crackle of green lightning, the gargoyle smoothly returns to life, like a panther slinking out of a shadow. It's ready to deal some death."
Further, if the party is encountering these things and doesn't actually have any prior knowledge of gargoyles, especially if the gargoyles get the jump on them...why
should they start out knowing this? Part of the fun of many 4e combats is needing to
find out what the enemy does. That's part of why PCs have relatively high HP early on, but grow it more slowly than other editions. The PCs often need a round (or maybe two) to be exposed to what the enemy does, so they can then hatch a plan and execute it. It's entirely acceptable to surprise the party with hidden gargoyles! In fact, having real gargoyles hiding amongst other (perfectly ordinary) statues sounds like an awesome, fun encounter that can ramp up player paranoia without needing to be punitive. You can get them jumping at shadows (or, I guess, statues) with just one combat.
And savvy players will be doing things like asking questions about the area and its denizens, which may or may not warrant a skill check to see how much they know. If they do some research first, then that's a perfect in-story opportunity to explain it without once referring to the mechanical description.
Ultimately, though...I just don't see why the fact that it
is a Lurker means you have to
tell them it's a Lurker. Let actions speak for themselves, or use poetic description when the creature acts, or encourage your players to do research before they set out. All of those are orders of magnitude better than trotting out a dry, mechanical description. Let the mechanics do their job;
your job is to be talespinner and fatebinder.