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This is my first time hosting a PnP session, and one issue I've run into is whether to let players know the health of their enemies. Should I show them the monster's HP number, or describe in varying levels of injury? I am also planning to introduce a monster that doesn't take damage from unenchanted weapons, but am wondering how such a futile attack could be played out.

Thanks for all your answers, initially I had the impression that DnD was typically played with combat stats being shown on the board, but now I guess that isn't the norm and even if it is, it still depends on the playstyle!

Thomas Markov
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xiankai
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    Does 3.5 have a state like bloodied from 4e? – Joshua Aslan Smith Nov 01 '13 at 16:08
  • I didn't know about the bloodied state, but that seems like a great way to go about a qualitative description of combat! – xiankai Nov 01 '13 at 16:21
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    @kiankai my knowledge of 3.5 is very anecdotal, but if you use 4e's bloodied as a way of signifying the halfway point in the monsters' hp it can help players identify which monsters are weak and which seem to have a big amount of health. I feel that giving players the HP amounts (total and current) for monsters is too much of an edge for the players. – Joshua Aslan Smith Nov 01 '13 at 16:24
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    @JoshuaAslanSmith No, it doesn't by default. It's a decent way of describing the health of an opponent in general terms, though. Note that HP total in pre-4e D&D are generally much lower though, so there is less of the "knowing the weak from the strong" effect that you see in 4e. – SevenSidedDie Nov 01 '13 at 16:42
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    I play most of my tabletop gaming these days on Virtual Tabletops (Roll20, specifically). I've generally found health bars to be exceptionally useful; in a tactical game like D&D, it gives the players some information (health percentage), without being too much. In a game like Unknown Armies where the health of every character (including the PCs) is only exactly known by the GM, I've used bars as a quick reference for myself, and status indicators of wound penalty as quick reference for my players. (You have a -10 shift to your attribute rolls, so there's a purple dot on your token.) – Brian S Nov 11 '13 at 20:44

8 Answers8

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You should avoid telling the players current/total hp values. The same is true for AC, save values, and attack bonuses of the monsters. It breaks immersion (suspension of disbelief) and also gives the players a large advantage.

Instead, describe the state of the monster. You can use the adjectives such as minor, major, serious, severe, critical, & grievous to describe the wounds the monster has suffered.

For the monsters that require magic you can describe a successful hit from a non-magical weapon that did no damage as: "You land a successful strike against the creature, however your sword did not pierce the creatures hide, causing little/no damage." The key is to signal to the player that they successfully overcame the creature's AC but are not using a weapon that can harm it.

I located a discussion thread on ways to describe DR of various forms to players here

Two goods ones I liked are as follows:

"The Skeleton's undead bones seem unnaturally resistant to your blow."

"The Zombie's rotting flesh absorbs the impact with little effect."

Wyrmwood
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Colin D
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    It’s worth pointing out that you may want to give the players that advantage – if they’re new, say, or if you find yourself taking advantage of the fact that you know their values for these stats. But +1 since this is generally how the game is played, and how the rules assume it will be played. – KRyan Nov 01 '13 at 17:04
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    "If you find yourself taking advantage of the fact that you know their values for these stats"? You're not playing against them, so this seems an odd thing to say. Of course you know their stats - you're the DM. You're the one who has to make sure the math works out. That doesn't mean you should give the players the same kind of perspective. – Erick Robertson Nov 01 '13 at 18:25
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    I would make an exception for AC, though, as the players will find it out soon enough. The exchange is typically: Player 1: I roll 15. DM: You miss. Player 2: I roll 16. DM: You hit it. Knowing enemy AC may not help immersion, but it quickly becomes like turning a page in a book: if you're already immersed, it's almost unnoticeable. – amp108 Nov 01 '13 at 18:33
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    @amp108 - although there could be buffs or penalties that the players are unaware of that throw this off (eg. proximity to something, a timed effect, etc). – detly Nov 06 '13 at 03:02
  • I agree with @amp108's take on AC - I'm usually upfront about all difficulty values for actions, including the to-hit of an attack. This is mostly for 3 reasons: 1) It's a bit of a time-saver, and in our large group combats are long enough already! 2) It keeps a perception of fairness for the game aspect, and 3) This can dramatically heighten tension in critical moments when a player knows upfront that something is hard & they need a high number to succeed. The only thing I'll typically keep hidden are perception-based difficulties. It hasn't been immersion-breaking in our games. :) – Dave B Apr 14 '21 at 17:24
  • they usually figure AC out after a few attacks hit and miss anyway. Oh that 16 missed but 18 hit? Must be 17 or 18...
  • – Jason_c_o Apr 21 '21 at 00:30