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Although it's not implicitly spelled out, I think it's fairly obvious that player's are meant to know when a creature is bloodied, based on the sheer amount of powers and abilities, and the intimidate skill in the game that require them to know so they can use them.

no, its explicit.
dmg said:
Since PC abilities can sometimes hinge on a game state, condition, or effect that affects their opponent, make it clear to the players how their enemies are doing. Be descriptive, considering the source of the condition, but also be explicit.

The most important combat state is bloodied, which is a gauge for the players on how the fight is going as well as a cue to use certain powers. Tell them when an enemy is under any condition, is bloodied, or under an effect and tell them when it ends. Further, if an adversary heals, the pCs should notice, and the players should be told—especially if the monster is no longer bloodied.
 

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As others have mentioned it's for the benefit of both players new to the game and listeners who don't get to see anything happening at the table.

When I have a new player in my group, I'm explaining a lot of things and encourage the other players to do the same. E.g. I'll explain the reasoning for the actions I'm taking based on the tactical situation. Things like flanking and attacks of opportunity won't obvious to a new player.
New players are also often struggling with their options. So, it's better to present them with lots of information and maybe point out several possibilities.

It's similar to teaching a game of cards, where all the cards are in the open.
 

*shrug*

Personally, I don't care quite so much.

I'm not going to reveal the specific spells that something has, or the exact number of hit points, but otherwise? I don't see the big deal. If I'm running a module, I'll tell 'em the name. If they're close to finishing it off, I'll let 'em know they're close.

Expedition to the Barrier Peaks? The group knew there was at least one mind-flayer in there.

In combat, I give "clues" as to the state of the opposition. "He looks beat to @$%!" or " He can't last much longer" or "He seems completely unfazed", or even "He grins as your blade bites deeply into him."

It's a style thing.

Some GMs are like the OP, or even worse. They refuse to give out any kind of clue, rant about players knowing monster stats, try and set traps to make sure that players aren't using OOC knowledge as they go through the module, and so on.

Me? I think it's all bull@#$^. I run games for people to be awesome in. I want to give them clues for when they're nearing the final blow, so they go all over the top and ultra "heroic". If I happen to be using a module, and someone wants to read ahead and know everything that's going on? That's their choice. I don't care as long as they don't start blurting it out at the table.

And if they do? I tell 'em, "Look if you want to read ahead, I don't care. But don't be blurting it out at the table, because not everybody wants to know. If you keep it up, either you're not going to be continuing to play with us, or I'm not going to bother running a game."

I personally don't find that keeping players as ignorant of everything as possible to be particularly fun. I tend to avoid staying with groups that are that way, because they're wanting something different from their game than I am.

No real right or wrong about it as I see things. Just different ways of doing stuff.
 

One thing I notice is that whomever is the DM, seems to be giving out "in game" info I'd not give a player. For example, several times he states that a monster is "bloodied" or states that "this is the last encounter" or describing what an opponents amulet does rule-wise and things of that type nature.
1) You should tell the players when a monster is bloodied. The tiefling has a racial ability which kicks in when a foe is bloodied, and several feats depend on it.

2) He mentioned it's the last encounter because it wasn't a real game - I mean, they skipped over more than half the dungeon and levelled them from 1 to 3 at one point.

3) I'm sure that's also the reason why Wyatt mentioned what the amulet did, because he wasn't just running a game but also teaching them about it - but even without that, what's so important about keeping everything the players don't have on their sheets secret from them?
 

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