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General Tabletop Discussion
*Dungeons & Dragons
Ways to assess an encounter early
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6041544" data-attributes="member: 82106"><p>I think the whole topic is one of those "don't overthink things" and "rules are tools" issues. </p><p></p><p>Use the rules how you need to use the rules in order to get what you want out of the game. No rules designers can make a game that perfectly fits the needs and desires of every player or DM, nor work perfectly in every situation. I don't think even with 4e, as comprehensive as it is, that the designers intended to make their rules be all-encompassing.</p><p></p><p>So, when the situation makes sense then use the stock good old monster knowledge rule right out of the book. If it doesn't quite make sense or doesn't do what you want at that point, then don't use it or use alternate lore, etc. If it best suites your style of play then couch everything in crunchy terms or in more narrative terms. </p><p></p><p>If you don't like monster knowledge at all, then just get rid of it, but remember that the same issues still exist, you'll just have to come up with some other way to handle them (which might be better for you).</p><p></p><p>PERSONALLY I'm a bit vague. I don't usually describe things in terms of crunch. When players want to make knowledge rolls and get answers then I give them some answers, but they may not learn everything and what they learn is going to be more like telling them which defenses are lower or higher and which monsters look more dangerous. OTOH I don't really hide the numbers either. When we're doing a fight I don't use a shield and I don't care if the players figure out the numbers, that's fine. Usually they're so busy thinking about the plot they don't do a lot of worrying about number twinking, but some players pay more attention to them than others. If a player happens to blow up a daily on some minions, oh well. It doesn't happen that often and I don't TRY to get them to make mistakes. They do know that minions exist and can often guess which monsters are likely to be ones.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6041544, member: 82106"] I think the whole topic is one of those "don't overthink things" and "rules are tools" issues. Use the rules how you need to use the rules in order to get what you want out of the game. No rules designers can make a game that perfectly fits the needs and desires of every player or DM, nor work perfectly in every situation. I don't think even with 4e, as comprehensive as it is, that the designers intended to make their rules be all-encompassing. So, when the situation makes sense then use the stock good old monster knowledge rule right out of the book. If it doesn't quite make sense or doesn't do what you want at that point, then don't use it or use alternate lore, etc. If it best suites your style of play then couch everything in crunchy terms or in more narrative terms. If you don't like monster knowledge at all, then just get rid of it, but remember that the same issues still exist, you'll just have to come up with some other way to handle them (which might be better for you). PERSONALLY I'm a bit vague. I don't usually describe things in terms of crunch. When players want to make knowledge rolls and get answers then I give them some answers, but they may not learn everything and what they learn is going to be more like telling them which defenses are lower or higher and which monsters look more dangerous. OTOH I don't really hide the numbers either. When we're doing a fight I don't use a shield and I don't care if the players figure out the numbers, that's fine. Usually they're so busy thinking about the plot they don't do a lot of worrying about number twinking, but some players pay more attention to them than others. If a player happens to blow up a daily on some minions, oh well. It doesn't happen that often and I don't TRY to get them to make mistakes. They do know that minions exist and can often guess which monsters are likely to be ones. [/QUOTE]
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