takasi said:
But you will identify it.
Not really - and there's an important distinction. You can only cast an identify spell on it, which may lead to identification, but that's only if you believe that there are no complicating factors involved in your divination spell. Things are not nearly as certain as you think - if you only tell the players what their characters would know, they will never be 100% sure of anything.
By hand-waving the identify, and saying "you identify it" rather than saying "your identify spell returns the following results...", your implicitly ruling out circumstances that the character would have now way of ruling out. That's ok for expediency, but not if you're trying to create suspense.
takasi said:
Whatever level os suspense you are trying to create will be diminished significantly if your players do not trust that you're running the game fairly. The rules say (which they don't but for the sake of argument let's assume they did) that you cannot sunder a +2 weapon without having a +2 or better weapon. A PC has a +2 weapon and it is sundered by a weapon. The PC picks up the weapon later and discovers that is WASN'T a +2 weapon. When he calls "shenanigans" don't you think that ruins the experience of "suspense" later on?
No, because as someone pointed out with the adamantine example, there are possible exceptions to every rule by virtue of the fact that a fantasy world is filled with a potentially unlimited amount of substances that interact in a limitless number of ways with the rules. You have no idea what Gizmonium is, or that it wasn't the cause of the sundering of your weapon.
But more importantly, you don't know, when the Kyton fails to sunder your weapon on a single attempt, that he won't be successful on the following round. The key point is that the player has no information that allows him to figure out what's going on - only to narrow down some options.
takasi said:
You can figure out how much damage you're doing to it for the most part, and whether it is healing itself or whether the damage is effective or not. And if the DM doesn't want to provide this information then again he is losing that level of trust (see above) that allows a player to feel the suspense.
What information am I obligated to provide as a DM? Clearly I want my descriptions of injury and healing to be as close to the numerical values as I can get them. You probably can tell the difference between a creature with 2 hitpoints and one with 45 hitpoints, but probably not 45 and 47. But ballpark figures aren't the issue. It takes very specific knowledge to adjucate most rules issues.
takasi said:
Because players know, metagame, what they can and can't turn as far as hit dice are concerned. If you fudge the numbers they will figure it out. Maybe not always, but once it happens you are going to lose that level of trust.
I don't recommend fudging the numbers at all! What I'm suggesting is that you simply don't tell the players
anything except what their characters can reasonable expect to observe. Knowing my chances of turning a 3 HD creature is
not the same thing as determining my chances of turning a
specific creature under specific circumstances that bears some resemblance to a 3 HD creature in the monster books.
takasi said:
DM's that use these tactics are, IMO, poor adventure designers. If a DM can't play by the same rules the PCs have to (by arbitrarily raising a monster's turn ability for example) then I would not want that DM at my table.
I am in no way advocating for messing with the rules in mid-game, in fact it's the opposite. The OP is saying that the rules are causing him problems when trying to create tension/suspense in the game. What I'm trying to say is that rules don't have nearly as much influence over tension/suspense as does the way that a DM presents information - and sticking to an information presentation style that's consistent with what the characters would know, and avoiding telling them things (or even ruling things out) that they're characters wouldn't know solves much of the problem AFAICT.