Results 1 to 14 of 14
Thread: Players knowing Monster HP
-
2016-05-04, 11:22 AM (ISO 8601)
- Join Date
- May 2016
- Gender
Players knowing Monster HP
How much information do you give to players on a monster's health?
Feeling the players should know
- If it's been dealt damage at all - I would actually indicate this on the token so they stop asking
- if below 50% - never played 4E but I like the vague positive reinforcement.
- If it's near death - normally done by a flavorful "you see it's eye losing focus due to blood loss" type description
My players are the type to start adding up a monsters hp; which if they are going to do that why not just have maptools do it and get the players back to playing. Thinking I might just make the "damage dealt" a visible field; possibly without adjusting for healing so it's still misleading.
Basically they are showing interest in having maptools display npc HP bars; which we tried. I'm on the fence but leaning towards no...
What do you do?
-
2016-05-04, 11:41 AM (ISO 8601)
- Join Date
- Mar 2015
- Location
- Texas
- Gender
Re: Players knowing Monster HP
I tend to give general descriptions of injuries and overall condition. If players want to know more, I will let them do a heal check(or medicine or insert relevant game mechanic) to get a rough estimate of HP. Likewise, I will describe if an attack seemed to have no effect, or a particularly nasty hit.
Last edited by Geddy2112; 2016-05-04 at 11:42 AM.
Guides
Monk dipping for pathfinder druids, a mini guide
Trapped Under Ice-Geddy2112's guide to the Pathfinder Winter Witch
I contributed to this awesome guide to chaotic good
-
2016-05-04, 11:45 AM (ISO 8601)
- Join Date
- Nov 2012
- Location
- 東京
- Gender
Re: Players knowing Monster HP
A general idea of where the monster is is preferable. Otherwise you're significantly altering the IC strategies of the characters based on OOC knowledge. Players might want to conserve that high level spell if they know the monster is at death's door, but how would their characters know?
"Flash is fast, Flash is cool. Francois c'est pas, flashe non due."
Seventh Doctor avatar by the too-nice-for-his-own-good Professor Gnoll!
-
2016-05-04, 11:55 AM (ISO 8601)
- Join Date
- Oct 2012
- Location
- In the Playground, duh.
Re: Players knowing Monster HP
I use the following system:
Hit points Description HP=100% Uninjured 75%<=HP<100% Barely injured 50%<=HP<75% Injured 25%<=HP<50% Badly Wounded 0%<=HP<25% Near Death
Though, I don't actually calculate exactly, so someone might get a near death when the creature's only badly wounded. I also tend to give more detail: "The troll looks injured, with deep wounds cutting into it" or "The kraken looks near death, about to collapse with exhaustion and slick with blood."
-
2016-05-04, 12:02 PM (ISO 8601)
- Join Date
- Jun 2011
Re: Players knowing Monster HP
If you have a system with skills, why not just tell/show them if they have the appropriate skills? Then the characters are rewarded for their investment, and there's an IC reason it's happening.
For all of your completely and utterly honest needs. Zaydos made, Tiefling approved.
-
2016-05-04, 12:07 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
Re: Players knowing Monster HP
I'm a big fan of 4e's "Bloodied" as a concept... simply telling the characters "It's been hit, but it's not bloodied" or "It's bloodied" gives them an idea of how badly injured something is. They can track how much damage they've done, so know about where they stand.
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
-
2016-05-04, 01:57 PM (ISO 8601)
- Join Date
- Oct 2011
Re: Players knowing Monster HP
Kudos to everyone who brought up using the heal skill! Spot, and pure combat experience (BAB) could also make sense to use.
I tend to tell players whenever they land a blow that is somehow less effective than they were expecting (DR, immune to crit / sneak attack, etc).
I usually respond with vague ideas of how damaged creatures are (undamaged, barely scratched, "bloodied", on death's door, how is it still standing, seriously, your holding its heart in you hand, and it's still charging at you full force).
But I will also let players know which one is the most injured (the most common question I get).
With regard to character injuries, they usually tell each other exactly how many HP they have / are down... and it seems like too much effort for too little gain to bother changing that.
-
2016-05-05, 01:17 PM (ISO 8601)
- Join Date
- Mar 2016
- Location
- Within 2 range increments
Re: Players knowing Monster HP
I remember you used a "slightly miffed" when Amnestria managed to do an entire 1 damage with her bow.
Generally, I just note down as "this-thing-has-lost: (number) HP" so when I say a troll has "-44" HP I mean it's lost 44HP, not it's somehow at negative-44* HP and still alive.
*this is negative dash 44, not negative minus 44Spoiler: things in which I used to be involved before i was claimed by the great pestilence of examsThe One Sane Drow (Vergil: Drow Sorcerer 5, CN)
The Uprise (IC/OOC) (Ker'anson: Drow Arcane Spellcaster 4, NE)
Running Total Of Things I've Critically Hit That Jormengand Didn't Want Me To Critically Hit: 3
-
2016-05-05, 01:22 PM (ISO 8601)
- Join Date
- Aug 2008
Re: Players knowing Monster HP
I generally indicate wounds. How this happens depends on the HP system in question - if there is a defined category for wounded (4e has bloodied, GURPS starts giving penalties, L5R has several wound categories with increasing penalties), that gets an indicator. If it doesn't, I generally describe things that still has low remaining HP be described as sporting some serious injuries. Description will also usually indicate whether there's been any damage, unless there's a particular reason that an injury wouldn't show.
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
-
2016-05-07, 03:44 PM (ISO 8601)
- Join Date
- Oct 2011
-
2016-05-07, 06:10 PM (ISO 8601)
- Join Date
- Mar 2016
- Location
- Akron, Ohio
-
2016-05-08, 02:09 AM (ISO 8601)
- Join Date
- Aug 2008
Re: Players knowing Monster HP
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
-
2016-05-10, 07:13 PM (ISO 8601)
- Join Date
- Oct 2011
- Location
- The US of A
Re: Players knowing Monster HP
In my favorite kind of system we use a bloodied/crippled mechanic (2/3rds & 1/3rd HP, respectively) with fairly significant penalties, so it's sometimes beneficial to know ABOUT where the monster stands. Usually a skill-check will serve that purpose (Know(dungeoneering) or Survival are the favored ones).
Otherwise it's not important to really know exactly know much HP a monster has, unless the DM thinks it will be really funny. Like the time one player in our party had a sword enchanted six-ways-to-sunday to deal lots of different damage types, and after he spent a whole minute calculating the damage of each different type the GM announced that he had dealt exactly "1" damage to the monster. That was a good clue to get out of dodge.
-
2016-05-12, 09:49 AM (ISO 8601)
- Join Date
- May 2016
- Gender
Re: Players knowing Monster HP
Thanks everyone
So keeping with the basic injured, bloodied, near death/crippled line of thinking I think I have my macros setup to update the monster's HP bar accordingly. What is sneaky is that the percent of the HP bar it shows is not exactly the same as the percentage of the brackets - i.e. when it's below 55% the HP bar changes to 60%; below 15% lowers the bar to 10%. But maybe I'm just trying to troll the players.
I decided on 15% for near death/crippled because, if I estimated the math correctly, it's roughly 1 normal attack. But a bad damage roll on a 14% could result in the monster not dying; so you can't just trust that an offhand attack to do the trick. Even certain aoe's wont do enough. I might raise it a tiny bit if I don't find this occurring in practice.