| Post/Author/DateTime | Post |
|---|---|
| sorites11-25-05, 10:00 PM | I'm curious as to what you do in your game. How do you balance player knowledge versus "in character" knowledge? What if the characters have never faced a monster of that kind before? What if they attempt appropriate Knowledge checks, but fail? Do you force players to "play dumb"; frex act as though they didn't know oozes split when you hit them with slashing weapons? What if one player knows, but no one else does? Do you allow the players to share information about what they know, aside from free actions used to warn party members ("Close your eyes! It has a gaze attack!")? I'm not looking for right or wrong answers here. I just wanted to know how you play. |
| Board_Rider11-25-05, 11:41 PM | I expect my players to seperate in character knowledge with their (Player) knowledge. If however they have the skill Knowledge: Monsters they may roll to find a weakness or quality of the monster being faced. If I feel that the Players use tactics ("It has a Gaze attack, don't look!!") that they couldn't possibly know than they can kiss some XP goodbye. |
| Bowlich11-26-05, 12:12 AM | For the most part I trust my player's to seperate character knowledge from player knowledge on their own accord, I've never had a problem with them using 'out of game' knowledge in combat. I do however expect that, being adventurers, they should know the most common abilities of monsters that are common in their given profession therefore there is little that I would disallow them knowing unless it is the fairly obscure. However, I also run a lot of my own personal monsters and I typically use the monsters in the MM as a 'template' by which I'll modify, giving or taking away abilities, chnanging alighments, or giving the monster class levels. This always keeps things interesting as every monster is unique in some particular special way. |
| imperialjunkie11-26-05, 01:12 AM | I'm curious as to what you do in your game. How do you balance player knowledge versus "in character" knowledge? I trust my players to be mature about player knowledge and then call them on it if they might overstep this. If my player's 1st level fighter grabs for his mace instead of his primary trusty sword the first time the fighter battles a skeleton, then I'll call him on it immediately. Most of my players are cool about this. What if the characters have never faced a monster of that kind before? What if they attempt appropriate Knowledge checks, but fail? Do you force players to "play dumb"; frex act as though they didn't know oozes split when you hit them with slashing weapons? I'd require they 'play dumb' but within the boundaries of reason and their PC's Int score. If the oozes keep splitting, I think a semi-intelligent PC would figure out after 2 rounds that it wasn't working and should try something else. A PC can always learn in the midst of the situation. What if one player knows, but no one else does? Do you allow the players to share information about what they know, aside from free actions used to warn party members ("Close your eyes! It has a gaze attack!")? Yes, I allow in character communication. But as long as the character that is yelling would know the info. He could make a Knowledge check and then shout the info- probably on his initiative. |