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TOPIC: Request for GM Guidelines on Combat Announcements

Request for GM Guidelines on Combat Announcements 9 years 2 months ago #1

One thing that has always left me scratching my head about TD combat is that:

a. We've got all these situational tokens, largely related to saves, some examples:

b. In combat, GMs don't (in my experience) announce the save and damage types, such that a player could benefit from these tokens.

I would really appreciate in combat if GMs would announce the relevant characteristics of saves and attacks, e.g.:
  • The dragon breathes fire, this is a ranged attack, reflex save for half damage, it deals fire damage.

  • The Satyr plays its pipes - you will all need to make a will test against a fey, charm attack.

Alternatively - are the players just supposed to know these damage types, and/or proactively ask the DM about it if they suspect a situational token is relevant?

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Last edit: by Matthew Hayward.

Re: Request for GM Guidelines on Combat Announcements 9 years 2 months ago #2

In my experience I've had to tell the DM when my tokens affect things.

I know in several situations I've had a friend using +13 to hit attack bonuses missing enemies in Nightmare room 2 and 3 fights when sliding an 8. I don't honestly think all of the DMs actually check the values properly.

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Re: Request for GM Guidelines on Combat Announcements 9 years 2 months ago #3

In general, know your tokens and mention when you think something might come up. There is a MASSIVE amount of tokens that could affect any given combat. The DMs can't know them all

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Re: Request for GM Guidelines on Combat Announcements 9 years 2 months ago #4

How about taping a "cheat sheet" to the combat boards which list the relevant properties of the monster - or even just keywords that may be operative this combat:
  • Surprise
  • Fey
  • Reflex
  • Melee
  • Gaze

I don't expect DMs to think about what tokens could be interacting and ask (e.g. is anyone wearing Belt of the Vine?) - but I do expect players should have a way to know whether or not their tokens are relevant (e.g. You are attacked by the Shambling Mound - a plant creature).

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Re: Request for GM Guidelines on Combat Announcements 9 years 2 months ago #5

Matthew Hayward wrote: How about taping a "cheat sheet" to the combat boards which list the relevant properties of the monster - or even just keywords that may be operative this combat:

  • Surprise
  • Fey
  • Reflex
  • Melee
  • Gaze

I don't expect DMs to think about what tokens could be interacting and ask (e.g. is anyone wearing Belt of the Vine?) - but I do expect players should have a way to know whether or not their tokens are relevant (e.g. You are attacked by the Shambling Mound - a plant creature).


These could easily be added to the combat board by Jeff and the team during the year so the DMs didn't need to watch it. I'd suggest something like glow in the dark ink or something thats easy to see in low light

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Re: Request for GM Guidelines on Combat Announcements 9 years 2 months ago #6

  • bpsymington
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The DMs are encouraged to describe things to make them interesting:

"The ogre swings his massive club at the ranger and hits, but is it only a glancing blow! Take 3 points of damage."

versus

"The ogre hits you for 3 points."

It would be a good idea for us to encourage DMs to be more descriptive to help players identify relevant tokens: "The giant plant creature shambles toward you," or "The blue dragon breathes and a bolt of lightning arcs across the room."

The modules do identify tokens that would apply or interact with a room or monster, but the system isn't perfect.
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Re: Request for GM Guidelines on Combat Announcements 9 years 2 months ago #7

  • bpsymington
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Saving throw types should be announced, of course, so relevant bonuses can be applied.
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Re: Request for GM Guidelines on Combat Announcements 9 years 2 months ago #8

I sort of agree. The format you suggest is a bit mechanical, but I'd consider it a minimum. A good DM should provide color commentary to help you know if you have a token that applies and achieve the same result:

DM: The floor is slippery. Make a reflex save to avoid falling.
Me (as I roll): My Velcro Sneakers give me +2 on falling saves.
DM: Cool. (Looks at die) You keep your footing/you fall anyway/you almost fall but catch yourself-thanks, Velcro! (Depending on the result)

And when you take damage, the type should be explicit or heavily implied.

DM: The dragon's firey breath engulfs you - take 8 damage.
Me: (I say nothing. I assume it's ranged fire, so I just reduce the damage by the resistance granted by my Ruby Rhombus, because we are responsible for managing our own hit points)

Or:
DM: Your rogue opens the chest. It was trapped, and everyone takes 4 damage.
Me: What type? (Because it matters, and the DM should know if it's poison gas, magic missles, fire, darts, etc and just forgot to mention)

But yeah, we need to know our own tokens. We can't expect the DM to rattle off a list of tokens and asks "does anyone have any of the following..." And if you're not sure, ask.

But be quick about it, especially in later rooms. Don't run out of time or miss a treasure stamp trying to save a couple of HP.

"Ceci n'est pas une pipe" - Magritte

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