The Ways To Describe Conventions Without Metagame Thinking Thread

Quantum

First Post
This is an idea I've been working on. The idea of this thread is to encourage people to start thinking in non metagame conventions.

Here's what I mean.

A sword has a plus two bonus to attack and damage. That is metagaming.

People don't think that way. Only rpgers would think in such a manner. When designing a better weapon, they make it sharper, and make the metal stronger or change the shape (such as a Kukri) to do more damage.

One possible way to describe a plus two short sword could go something like this:

The sword has been folded and refolded in order to strengthen the metal and to help it be more sharper to cut through heavier materials such as leather through magical enchantment.

Of course there are other ways to describe magical item properties without using the old description of "It's a +2 short sword".

So, what are other ways to encourage non metagaming thinking?
 

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Vivid descriptions are generally the way I go.

The thing is, though, that even if you do so, you either need to tell the characters the vital mechanical info so they can keep track of their attack and damage rolls...or do it all yourself.

And once you tell them that their sword which cuts through "heavier materials such as leather through magical enchantment" provides a +2 to hit & damage, I'll bet you dollars to doughnuts that they'll start calling it a +2 sword, if only out of brevity.

I've seen it myself. I had a PC running a Paladin whose masterwork armor was made of meteoric iron- I described the stuff...heck- I had a piece of it to show her- but once it became enchanted, its "meteor" name fell into disuse as its enchantments became more important.
 

i typically also take the route of increasingly more fantastic description.

a +1 weapon could basically be a better craft than the rest, with few strange runes or signs of its nature. however, by the time you reach a +3 weapon, you could explain that the blade is balanced "...keener than any smith, even dwarfen, could hope for..." and even holds a beautifully cut gem that flickers with its own, inner fire. by the time you're at +5 (or higher), the blade could be intricate or outlandishly designed* or balanced (it's magic!), yet still works perfectly. maybe peering into the reflection of the blade itself shows the images of those it has defeated, or when its drawn, a lion, dragon, or demon's roar could be heard, but only to the wielder, etc.

*this relates to "high fantasy" design - a few years back i had a character who wielded a greatsword, but as part of a spur of the moment "hope they realise its powerful", i said "...uh...yeah. so, here's the thing: the blade looks like its made entirely out of black, smoky glass, streaked with blood. you can see through it, and its as sharp as steel, but you get the sense of *magic* merely holding it.".

naturally, once they'd figured out it was +3, the thrill wore off, but still, it was well worth the expressions and interest that even a silly little addition brought to the table.
 

it totaly depends on the players, the dm and the mood

Personaly i run with that to enchant a item, any item you have to name it (sort of trunameiss) this way even a +1 sword is more just by naming i Krell of nightmore, and i also forbid players statments such as:

we have found a +2 longsword wouden't you have it instead of you +1

the door is locked i have str 14 anybody higher.

Instead i suggest:

After having examind the new longsword we found, i found out it is Named Frillaher and made for the king of Hulbart to help repell the icegiants, the wizards who enchanted the blade spune more magic essens into the blade then your own Krell of Nightmore was made with.

The mighty oaken door seems to be locked, I know i preaty strong but is there any of you who belive themself to be able to force this door up without problems.
 

Question, Sunking: How does the owner of the Flaming Sword of Fire know what bonuses to add to his attack and damage if you don't tell him?

Also, how do you enforce the "no +2 sword for +1 sword" rule, by docking XP or what?
 

first i forgot to write offcourse the players know what theyr items do (anyhow after identicication or try and error that is) so they can write it it theyr sheets and do the math themself.

secondly as i said its mostly op to the players, the gm and the mood, how i do it is at the beginning of a campagin we sit down and talk about why we are playing and agrees on the ediket of the game, I dont penalice xp for this but if the ediket is brokken badly or repeately i call a meeting and we discuse if we should change the ediket or that the offender maybe would be better off looking for games more to his or hers liking.

I always suggest the above and it is almost always unanomus supportet.
 

Not telling the players is good at low levels, but unless you run a low magic game (and why not) the book-keeping becomes onerous even by mid level. Most likeky the "magic" ill have worn off by then.
In medium to high magic games: I quite like add a few intelligent items which need not be powerful but their personalities can add quite a bit of flavour, even if there just a +1 sword with some very minor power.
 

first i forgot to write offcourse the players know what theyr items do (anyhow after identicication or try and error that is) so they can write it it theyr sheets and do the math themself.

secondly as i said its mostly op to the players, the gm and the mood, how i do it is at the beginning of a campagin we sit down and talk about why we are playing and agrees on the ediket of the game, I dont penalice xp for this but if the ediket is brokken badly or repeately i call a meeting and we discuse if we should change the ediket or that the offender maybe would be better off looking for games more to his or hers liking.

I always suggest the above and it is almost always unanomus supportet.

This is unrelated to the thread:

I find it interesting how it is clear that someone has learned a language through verbal use on a regular basis, and not through book learning. Sunking clearly has very strong command of the English language, probably through years of use. While he frequently misspells words, the actual grammar being used is spot on. Most Americans I've met who have learned languages in school would be more likely to spell the various words correctly but screw up grammar or conjugation.
 

This is unrelated to the thread:

I find it interesting how it is clear that someone has learned a language through verbal use on a regular basis, and not through book learning. Sunking clearly has very strong command of the English language, probably through years of use. While he frequently misspells words, the actual grammar being used is spot on. Most Americans I've met who have learned languages in school would be more likely to spell the various words correctly but screw up grammar or conjugation.

Learned it from AD&D 2ed. and sunday morning cartoons, the funny thing is im wery bad at languages (more the math type) but becaus I have alwayes played D&D I got better grades in English the my native language
 

Not telling the players is good at low levels, but unless you run a low magic game (and why not) the book-keeping becomes onerous even by mid level. Most likeky the "magic" ill have worn off by then.
In medium to high magic games: I quite like add a few intelligent items which need not be powerful but their personalities can add quite a bit of flavour, even if there just a +1 sword with some very minor power.

Yea as i seem to start all my sentences in this tread:
It depends on the players, the GM and the mood (aka the campagin)
if you go by the standart norms of the DMG and allow barrels with rainwater to have +1 Daggers on the bottom yes the I would just go you found yet another +1 Dagger so now you have a complete dinnerset +1 for 20 people ;)

Me personaly try to keep magic items more personal and special, can be done and still both keep the ballance (as to be able to beat the monsters at approcitae CR) and the "realistic" feel (to avoid why did the ork have a Robe of the archmage he used as a pyjamas) while the players feel greater joy when finding magic and exploring it.
 

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