When do I tell my players when they're under an NPC's class effects?












6














There's a pretty good chance that my PCs will enter a team-battle tournament soon. One of the characters that they might fight has an ability that would give disadvantage to attack someone other than him.



When do I tell the player that their attack would have disadvantage? For context, to save time, we'll often say, "Three attacks on guy X." Should I stop him after the first one and let him know it's at disadvantage, or after he's committed to attacking?



When do I let my players know their roll will be affected?










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  • 2




    Can you explain why you think you need to tell them that? I think that would help experienced GM's in answering your question.
    – KorvinStarmast
    4 hours ago










  • It seems you are worried about your player metagaming the information. Why do you want to hide the fact that this character has an ability to give disadvantage from your players?
    – Vylix
    4 hours ago










  • Are you trying to hide the disadvantage until the attack has been made?
    – Vylix
    4 hours ago
















6














There's a pretty good chance that my PCs will enter a team-battle tournament soon. One of the characters that they might fight has an ability that would give disadvantage to attack someone other than him.



When do I tell the player that their attack would have disadvantage? For context, to save time, we'll often say, "Three attacks on guy X." Should I stop him after the first one and let him know it's at disadvantage, or after he's committed to attacking?



When do I let my players know their roll will be affected?










share|improve this question









New contributor




A Joe of the Average Variety is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
















  • 2




    Can you explain why you think you need to tell them that? I think that would help experienced GM's in answering your question.
    – KorvinStarmast
    4 hours ago










  • It seems you are worried about your player metagaming the information. Why do you want to hide the fact that this character has an ability to give disadvantage from your players?
    – Vylix
    4 hours ago










  • Are you trying to hide the disadvantage until the attack has been made?
    – Vylix
    4 hours ago














6












6








6







There's a pretty good chance that my PCs will enter a team-battle tournament soon. One of the characters that they might fight has an ability that would give disadvantage to attack someone other than him.



When do I tell the player that their attack would have disadvantage? For context, to save time, we'll often say, "Three attacks on guy X." Should I stop him after the first one and let him know it's at disadvantage, or after he's committed to attacking?



When do I let my players know their roll will be affected?










share|improve this question









New contributor




A Joe of the Average Variety is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











There's a pretty good chance that my PCs will enter a team-battle tournament soon. One of the characters that they might fight has an ability that would give disadvantage to attack someone other than him.



When do I tell the player that their attack would have disadvantage? For context, to save time, we'll often say, "Three attacks on guy X." Should I stop him after the first one and let him know it's at disadvantage, or after he's committed to attacking?



When do I let my players know their roll will be affected?







dnd-5e gm-techniques metagaming






share|improve this question









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A Joe of the Average Variety is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question









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edited 4 hours ago









V2Blast

19.4k354119




19.4k354119






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asked 4 hours ago









A Joe of the Average Variety

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A Joe of the Average Variety is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






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Check out our Code of Conduct.








  • 2




    Can you explain why you think you need to tell them that? I think that would help experienced GM's in answering your question.
    – KorvinStarmast
    4 hours ago










  • It seems you are worried about your player metagaming the information. Why do you want to hide the fact that this character has an ability to give disadvantage from your players?
    – Vylix
    4 hours ago










  • Are you trying to hide the disadvantage until the attack has been made?
    – Vylix
    4 hours ago














  • 2




    Can you explain why you think you need to tell them that? I think that would help experienced GM's in answering your question.
    – KorvinStarmast
    4 hours ago










  • It seems you are worried about your player metagaming the information. Why do you want to hide the fact that this character has an ability to give disadvantage from your players?
    – Vylix
    4 hours ago










  • Are you trying to hide the disadvantage until the attack has been made?
    – Vylix
    4 hours ago








2




2




Can you explain why you think you need to tell them that? I think that would help experienced GM's in answering your question.
– KorvinStarmast
4 hours ago




Can you explain why you think you need to tell them that? I think that would help experienced GM's in answering your question.
– KorvinStarmast
4 hours ago












It seems you are worried about your player metagaming the information. Why do you want to hide the fact that this character has an ability to give disadvantage from your players?
– Vylix
4 hours ago




It seems you are worried about your player metagaming the information. Why do you want to hide the fact that this character has an ability to give disadvantage from your players?
– Vylix
4 hours ago












Are you trying to hide the disadvantage until the attack has been made?
– Vylix
4 hours ago




Are you trying to hide the disadvantage until the attack has been made?
– Vylix
4 hours ago










1 Answer
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Let them know after the first attack at latest



By the rules, each attack can have a separate target, and don't need to be called out before the first attack. Therefore, your players have the right to switch the target after their first attack for any reason --- the first target may have died, it may have turned out to impose disadvantage, it may have had a damage resistance, or whatever. "Three attacks on [target]" is, unless explicitly ruled otherwise, just a convenience thing and should not be regarded as a mechanical commitment.



"Okay," you might say, "but should I rule it that way then?" My answer is no, you shouldn't. First of all, penalizing your players for using a shorthand is not cool and will feel like antagonizing them for no proper reason. It is a convenience thing and depriving them of that convenience for no reason will not serve any practical purpose.



Likewise, you could rule that regardless of the wording, all attacks made will have to target the same creature, but that reduces the tactical agency the players have (in layman's terms, they have less interesting choices to make) and has the potential to slow down combat encounters significantly. In all fairness, it's more likely to increase metagaming than reduce it, since the players will have to consider eg. whether they want to use their three attacks at a creature that's likely to go down in just one hit.



Finally, one might consider the option of not letting the players know they're rolling at a disadvantage at all (and rolling the second die in secret), but I seriously recommend against this. It will just lead to clumsy and confusing gameplay, put more stress on the GM as they have to remember to roll after player attacks and is very transparently "unusual" to the players. Metagaming shouldn't even be a concern here --- surely the characters, after attempting an attack, should realize that something is making hitting the target more difficult than usual?






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    1 Answer
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    2














    Let them know after the first attack at latest



    By the rules, each attack can have a separate target, and don't need to be called out before the first attack. Therefore, your players have the right to switch the target after their first attack for any reason --- the first target may have died, it may have turned out to impose disadvantage, it may have had a damage resistance, or whatever. "Three attacks on [target]" is, unless explicitly ruled otherwise, just a convenience thing and should not be regarded as a mechanical commitment.



    "Okay," you might say, "but should I rule it that way then?" My answer is no, you shouldn't. First of all, penalizing your players for using a shorthand is not cool and will feel like antagonizing them for no proper reason. It is a convenience thing and depriving them of that convenience for no reason will not serve any practical purpose.



    Likewise, you could rule that regardless of the wording, all attacks made will have to target the same creature, but that reduces the tactical agency the players have (in layman's terms, they have less interesting choices to make) and has the potential to slow down combat encounters significantly. In all fairness, it's more likely to increase metagaming than reduce it, since the players will have to consider eg. whether they want to use their three attacks at a creature that's likely to go down in just one hit.



    Finally, one might consider the option of not letting the players know they're rolling at a disadvantage at all (and rolling the second die in secret), but I seriously recommend against this. It will just lead to clumsy and confusing gameplay, put more stress on the GM as they have to remember to roll after player attacks and is very transparently "unusual" to the players. Metagaming shouldn't even be a concern here --- surely the characters, after attempting an attack, should realize that something is making hitting the target more difficult than usual?






    share|improve this answer


























      2














      Let them know after the first attack at latest



      By the rules, each attack can have a separate target, and don't need to be called out before the first attack. Therefore, your players have the right to switch the target after their first attack for any reason --- the first target may have died, it may have turned out to impose disadvantage, it may have had a damage resistance, or whatever. "Three attacks on [target]" is, unless explicitly ruled otherwise, just a convenience thing and should not be regarded as a mechanical commitment.



      "Okay," you might say, "but should I rule it that way then?" My answer is no, you shouldn't. First of all, penalizing your players for using a shorthand is not cool and will feel like antagonizing them for no proper reason. It is a convenience thing and depriving them of that convenience for no reason will not serve any practical purpose.



      Likewise, you could rule that regardless of the wording, all attacks made will have to target the same creature, but that reduces the tactical agency the players have (in layman's terms, they have less interesting choices to make) and has the potential to slow down combat encounters significantly. In all fairness, it's more likely to increase metagaming than reduce it, since the players will have to consider eg. whether they want to use their three attacks at a creature that's likely to go down in just one hit.



      Finally, one might consider the option of not letting the players know they're rolling at a disadvantage at all (and rolling the second die in secret), but I seriously recommend against this. It will just lead to clumsy and confusing gameplay, put more stress on the GM as they have to remember to roll after player attacks and is very transparently "unusual" to the players. Metagaming shouldn't even be a concern here --- surely the characters, after attempting an attack, should realize that something is making hitting the target more difficult than usual?






      share|improve this answer
























        2












        2








        2






        Let them know after the first attack at latest



        By the rules, each attack can have a separate target, and don't need to be called out before the first attack. Therefore, your players have the right to switch the target after their first attack for any reason --- the first target may have died, it may have turned out to impose disadvantage, it may have had a damage resistance, or whatever. "Three attacks on [target]" is, unless explicitly ruled otherwise, just a convenience thing and should not be regarded as a mechanical commitment.



        "Okay," you might say, "but should I rule it that way then?" My answer is no, you shouldn't. First of all, penalizing your players for using a shorthand is not cool and will feel like antagonizing them for no proper reason. It is a convenience thing and depriving them of that convenience for no reason will not serve any practical purpose.



        Likewise, you could rule that regardless of the wording, all attacks made will have to target the same creature, but that reduces the tactical agency the players have (in layman's terms, they have less interesting choices to make) and has the potential to slow down combat encounters significantly. In all fairness, it's more likely to increase metagaming than reduce it, since the players will have to consider eg. whether they want to use their three attacks at a creature that's likely to go down in just one hit.



        Finally, one might consider the option of not letting the players know they're rolling at a disadvantage at all (and rolling the second die in secret), but I seriously recommend against this. It will just lead to clumsy and confusing gameplay, put more stress on the GM as they have to remember to roll after player attacks and is very transparently "unusual" to the players. Metagaming shouldn't even be a concern here --- surely the characters, after attempting an attack, should realize that something is making hitting the target more difficult than usual?






        share|improve this answer












        Let them know after the first attack at latest



        By the rules, each attack can have a separate target, and don't need to be called out before the first attack. Therefore, your players have the right to switch the target after their first attack for any reason --- the first target may have died, it may have turned out to impose disadvantage, it may have had a damage resistance, or whatever. "Three attacks on [target]" is, unless explicitly ruled otherwise, just a convenience thing and should not be regarded as a mechanical commitment.



        "Okay," you might say, "but should I rule it that way then?" My answer is no, you shouldn't. First of all, penalizing your players for using a shorthand is not cool and will feel like antagonizing them for no proper reason. It is a convenience thing and depriving them of that convenience for no reason will not serve any practical purpose.



        Likewise, you could rule that regardless of the wording, all attacks made will have to target the same creature, but that reduces the tactical agency the players have (in layman's terms, they have less interesting choices to make) and has the potential to slow down combat encounters significantly. In all fairness, it's more likely to increase metagaming than reduce it, since the players will have to consider eg. whether they want to use their three attacks at a creature that's likely to go down in just one hit.



        Finally, one might consider the option of not letting the players know they're rolling at a disadvantage at all (and rolling the second die in secret), but I seriously recommend against this. It will just lead to clumsy and confusing gameplay, put more stress on the GM as they have to remember to roll after player attacks and is very transparently "unusual" to the players. Metagaming shouldn't even be a concern here --- surely the characters, after attempting an attack, should realize that something is making hitting the target more difficult than usual?







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered 1 hour ago









        kviiri

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        33.2k7126192






















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