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Please define a couple of common terms I see used on here
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<blockquote data-quote="Andor" data-source="post: 6466936" data-attributes="member: 1879"><p>Some elements of meta-gaming are unavoidable. For example it is almost impossible for a modern player to grasp morality in terms other than modern monotheistic ones. Likewise as far as your character is concerned fire hurts like hell, however the player will usually just see 1d6 per round and think "I can take this for 20 rounds. I just ignore the fire."</p><p></p><p>A common example, in 3e especially, was the '5 minute adventuring day.' Having depleted their spells character would often hole up in a room and rest for 23 hours in spite of the fact that they had only fought two battles and spent 10 minutes of their day actually doing something. This is because they saw a sharp fall off in combat effectiveness without those spells slots and so would just refuse to fight. So they would shut a door and pretend to not be there, trusting the GM to let them get away with it in spite of the fact that they are in a castle full of intelligent humanoids and incorporal undead. And the GM, not wanting his game to end, would run the NPCs like mindless drones who ignored the shut door and piles of bodies and the cycle of meta-gaming complicity was complete.</p><p></p><p>One of the reasons that I, personally, hate x/day abilities is that they encourage meta-game thinking. In every encounter the player is thinking "Is this the big bad guy? Do I need to save this for the boss monster? It's 4pm and Jim said the game is only running till 5, so there won't be time for more than one more encounter, I'll go ahead and rage."</p></blockquote><p></p>
[QUOTE="Andor, post: 6466936, member: 1879"] Some elements of meta-gaming are unavoidable. For example it is almost impossible for a modern player to grasp morality in terms other than modern monotheistic ones. Likewise as far as your character is concerned fire hurts like hell, however the player will usually just see 1d6 per round and think "I can take this for 20 rounds. I just ignore the fire." A common example, in 3e especially, was the '5 minute adventuring day.' Having depleted their spells character would often hole up in a room and rest for 23 hours in spite of the fact that they had only fought two battles and spent 10 minutes of their day actually doing something. This is because they saw a sharp fall off in combat effectiveness without those spells slots and so would just refuse to fight. So they would shut a door and pretend to not be there, trusting the GM to let them get away with it in spite of the fact that they are in a castle full of intelligent humanoids and incorporal undead. And the GM, not wanting his game to end, would run the NPCs like mindless drones who ignored the shut door and piles of bodies and the cycle of meta-gaming complicity was complete. One of the reasons that I, personally, hate x/day abilities is that they encourage meta-game thinking. In every encounter the player is thinking "Is this the big bad guy? Do I need to save this for the boss monster? It's 4pm and Jim said the game is only running till 5, so there won't be time for more than one more encounter, I'll go ahead and rage." [/QUOTE]
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Please define a couple of common terms I see used on here
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