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General Tabletop Discussion
*Dungeons & Dragons
Wild Shape - What beasts have you seen before?
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<blockquote data-quote="Sword of Spirit" data-source="post: 7013851" data-attributes="member: 6677017"><p>As far as other animals in the D&D world, see the sidebar at the bottom of page 317 of the Monster Manual.</p><p></p><p></p><p></p><p>In my opinion this is the order from best to worst of the ways of handling player knowledge of monsters their characters wouldn't know:</p><p></p><p>1) Players simply don't read the material, and don't know. My preferred best case scenario for the most surprise and immersion.</p><p>2) Players who know play their characters as if they don't. Electively making an Int check for myself to see what my character knows when I'm not sure is how I handle it as a player. It's just more fun to react in character rather than to bring my out of character knowledge of D&D to every character I play. My entire group plays this way with no prompting. We just "get" that it's more enjoyable. We even have in character discussions where the characters talk about the things they do know and try to puzzle out stuff they don't.</p><p>3) Let the players give their characters knowledge they shouldn't have. This is sort of immersion breaking, so you just have to accept it and go with it.</p><p>4) Change monsters to keep players from knowing. This is a DM versus player contest here, which I'm not really a fan of. Personally, I also am not going to change my world just to adapt to players knowledge. I made the world the way I want it, and that's how it's going to stay. Players generally have creative input over world details that relate to their character backstory, and can change the world in-character in normal ways (defeating bad guys, building organizations and such). My setting is mine, and I feel annoyed by the idea of getting into a versus game where I have to sacrifice setting integrity to counter player moves.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7013851, member: 6677017"] As far as other animals in the D&D world, see the sidebar at the bottom of page 317 of the Monster Manual. In my opinion this is the order from best to worst of the ways of handling player knowledge of monsters their characters wouldn't know: 1) Players simply don't read the material, and don't know. My preferred best case scenario for the most surprise and immersion. 2) Players who know play their characters as if they don't. Electively making an Int check for myself to see what my character knows when I'm not sure is how I handle it as a player. It's just more fun to react in character rather than to bring my out of character knowledge of D&D to every character I play. My entire group plays this way with no prompting. We just "get" that it's more enjoyable. We even have in character discussions where the characters talk about the things they do know and try to puzzle out stuff they don't. 3) Let the players give their characters knowledge they shouldn't have. This is sort of immersion breaking, so you just have to accept it and go with it. 4) Change monsters to keep players from knowing. This is a DM versus player contest here, which I'm not really a fan of. Personally, I also am not going to change my world just to adapt to players knowledge. I made the world the way I want it, and that's how it's going to stay. Players generally have creative input over world details that relate to their character backstory, and can change the world in-character in normal ways (defeating bad guys, building organizations and such). My setting is mine, and I feel annoyed by the idea of getting into a versus game where I have to sacrifice setting integrity to counter player moves. [/QUOTE]
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