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What a creature knows question
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<blockquote data-quote="Unwise" data-source="post: 5678174" data-attributes="member: 98008"><p>In a similar way to d2OKC I tend to run things on a case by case basis, though with one overriding guideline.</p><p></p><p>What the creature knows is dependant upon your roll. If you are a defender or controller, the creature always knows what you are doing to it. If you are a striker, it generally does not.</p><p></p><p>This is done to make the powers useful. Defenders' or controllers' powers should force or coerce a monster into a particular choice of action. As a result, it is necessary for the monster to know the effect that is on it. A striker however is meant to do damage, so by default the monsters will not know enough to avoid taking more damage.</p><p></p><p>A classic example of this is "The enemy takes 5 additional damage if they move towards you" not knowing about it stops this being a controlling power and makes it a damaging power. It has no effect on the creatures actions without forewarning. On a controller/defender the intent is assumed to be control, on a striker the intent is assumed to be to do 5 more damage.</p><p></p><p>(In the above example, I would likely make an exception, but just wanted to show my general guideline)</p><p></p><p>Another example is Dragon Tail Strike (high paragon rogue), when it hits, the next time the enemy attacks you, you get a free attack on it. Since it is a Striker power, I assume the enemy does not know this. Defenders get plenty of similar abilities to attack people that attack their friends, in those cases I assume the monsters know that.</p><p></p><p>It helps having players know the basic assumption, they can make a case for any of their powers to be different, however the power will stay like that, they can't chop and change. Other than that, I run it just like the poster above me.</p></blockquote><p></p>
[QUOTE="Unwise, post: 5678174, member: 98008"] In a similar way to d2OKC I tend to run things on a case by case basis, though with one overriding guideline. What the creature knows is dependant upon your roll. If you are a defender or controller, the creature always knows what you are doing to it. If you are a striker, it generally does not. This is done to make the powers useful. Defenders' or controllers' powers should force or coerce a monster into a particular choice of action. As a result, it is necessary for the monster to know the effect that is on it. A striker however is meant to do damage, so by default the monsters will not know enough to avoid taking more damage. A classic example of this is "The enemy takes 5 additional damage if they move towards you" not knowing about it stops this being a controlling power and makes it a damaging power. It has no effect on the creatures actions without forewarning. On a controller/defender the intent is assumed to be control, on a striker the intent is assumed to be to do 5 more damage. (In the above example, I would likely make an exception, but just wanted to show my general guideline) Another example is Dragon Tail Strike (high paragon rogue), when it hits, the next time the enemy attacks you, you get a free attack on it. Since it is a Striker power, I assume the enemy does not know this. Defenders get plenty of similar abilities to attack people that attack their friends, in those cases I assume the monsters know that. It helps having players know the basic assumption, they can make a case for any of their powers to be different, however the power will stay like that, they can't chop and change. Other than that, I run it just like the poster above me. [/QUOTE]
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