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| Do you hide NPCs stats? | |
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| Tweet Topic Started: Jun 6 2016, 09:51 AM (2,130 Views) | |
| l33tmaan | Jan 2 2017, 07:57 PM Post #21 |
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Pokémon Trainer
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Out of curiosity, do you have any examples of those health levels? I'd like to use "it looks pretty rough" less if I can help it. |
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| Xyless | Jan 3 2017, 02:33 AM Post #22 |
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PTA/PTU Researcher and Virtual Tool Maker
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You just have to get descriptive. Think more in terms of how a caster would commentate a boxing or wrestling match. Things like "it's cradling its [body part] as if it's got a serious wound" or "its breathing is looking more forced" or "it was able to shrug off that blow, but I don't know how much more it can take". Basically, when you say "it looks pretty rough", what is the sign to the player's characters that is telling them "oh, I don't think it can take much more"? Edited by Xyless, Jan 3 2017, 02:34 AM.
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| Kaede11 | Jan 3 2017, 03:11 PM Post #23 |
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Unlucky GM
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Just one guy. He is the type of guy who also gets mad because some bosses act more than once in a turn. Don't get it wrong, he's a good player and we have tons of fun with him but he can be such a douche when he wants to or he thinks that something "is not fair". Even if noone else complains. |
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| l33tmaan | Jan 3 2017, 03:52 PM Post #24 |
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Pokémon Trainer
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Well, it's not supposed to be fair. If it were fair, then the GM wouldn't have free reign to do literally anything they wanted. It's supposed to be fun. |
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| Kaede11 | Jan 3 2017, 04:11 PM Post #25 |
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Unlucky GM
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I agree 100% with you as the other guys in the group do. I might discuss with them all if they would like changing this and see what they think about it. |
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| Kajhera | Jan 4 2017, 09:37 AM Post #26 |
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Pokémon Trainer
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Explain to the guy that bosses having more rounds is how boss rules work in PTU. And if he still has a problem with moves being visually described, try to figure out if it's something other than not being 'fair' and explain why you want to use it - sometimes things get lost in translation, sometimes changes from what you are used to can be distressing, and they'll be more easily done if he's on board with why. Frankly if he's a good, fun roleplayer but gets uncomfortable when things aren't 'fair', that sounds a good bit like me when rules get bent - and I'm not trying to be a douche. It's just intensely distressing to me when things don't go according to plan, which extends to things like someone not following a schedule (even if I know there are reasons they might not follow a schedule, I still get antsy), rules of games as far as I know them, routines in general ... If he *is* similar to me, implementing changes with his agreement and understanding will go better than the alternative, and even so it might take him a few sessions or weeks to get used to it. Myself, I use Pokemon moves when trainers order it as a command, because move names as concise commands for a particular technique is probably where move names came from. Otherwise, it might come up from the facts that 'tackling' someone and 'scratching' are hard to get away from in describing those techniques, but for ones like Confuse Ray I like to look up anime or manga examples from different Pokemon to see what it looks like, and describe based on that / ideas it gives me. Did you know Butterfree has blue Sleep Powder but Venomoth has gold?I don't hide the attacking stats when in a place they can see my rolls, though I don't use HP bars either ... but I tell my players how many actual injuries their foes take, and provide varying more detailed / subjective descriptions as HP gets closer to 0. For moves like Absorb, we do need to exchange information like exactly how much damage was dealt, and while this breaks scene flow a little I don't mind if they calculate defenses from it as long as we don't run off on an entirely ooc tangent. (I'm the one asking more than half the time anyway at least) |
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| tulpacat | Jan 5 2017, 02:45 AM Post #27 |
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Pokémon Trainer
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A lot of players that are, otherwise, perfectly normal and fun types can get a little bent out of shape if they feel the rules aren't sufficiently clear to them - many of these players prefer a more systemic approach with a feeling that the system is clear and unbiased, so that "The sneasel steals your Togekiss' King's Rock" isn't because the GM decided that should happen for descriptive reasons, but because that's part of the written game effect of using the Thief move. As for hiding stats, I don't personally see the point. Any player with the ability to do addition or subtraction will be able to tell the enemy's Attack/Special Attack, and at least a general overview of what their Speed, Defense, and Special Defense stats are. The same goes for HP, assuming they have Leech Seed. My general standing rule is that attributes, edges, features, moves, and abilities are hidden... Until they become relevant. It's worked out as the best of both worlds for me. I've also got a player base that enjoys transparent rules and vivid descriptions both, the two really don't need to be opposed at all. "The rattata uses Quick Attack. *clatter* It rolls a 12. *clatter* 25 damage." is very dry, but there's no reason you can't add a cool description of your choice. (Hint: Do the dry part first, then go with the florid description once everyone's clear on what the "game language" says happens. Not only does that work better with the flow of play and makes the description stand out more by ending with it, but it lets you adjust for any sudden crits or interrupts that might play out) |
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5:24 PM Jul 10
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Otherwise, it might come up from the facts that 'tackling' someone and 'scratching' are hard to get away from in describing those techniques, but for ones like Confuse Ray I like to look up anime or manga examples from different Pokemon to see what it looks like, and describe based on that / ideas it gives me. Did you know Butterfree has blue Sleep Powder but Venomoth has gold?
5:24 PM Jul 10