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49

At our gaming table, while role playing, the characters would say a +1 sword is of the First Power. A +2 would be of the Second Power, etc. Worked for us, and it sounded pretty epic. Once, we heard of a sword of the FIFTH power. We were like... whoa.


43

Whatever your preference. It's never explicitly stated anywhere as far as I know. Some people think it breaks with immersion, while others think that you'll go crazy if you can't call out the numbers or keep having to talk around them. Most people I know and play with refer to gear with their mechanical terms (ie: "My +1 Orcbane Shortsword") when talking ...


22

Whichever you prefer. Typically when discussing items after they have been identified the enhancement bonus of a weapon is completely dependent on whether or not your group would find mentioning the numbers to be atmosphere-breaking and unwanted. If you're speaking to a character after they have found and identified a weapon they'll need to know the level ...


11

The traditional answer to this is, "Write it down and pass a note." In the 21st century, I might change that to, "Send a text." Of course, nothing prevents your players from passing the note around amongst themselves, or reading it aloud. In some circumstances, "Take one player aside and talk to him or her." However, I think you might be asking two or ...


7

Suspend disbelief, harder You're already suspending disbelief to buy into your game's setting. You put yourself into another person's mindset to play your character. Extend to techniques farther in order to omit relevant metagame knowledge from your roelplaying. Ask you self "If I didn't know X, what would my character do here?". That's what you should ...


5

Considering that the "plus" of the enchantments is a quantifiable attribute when identifying items or creating magical items I would imagine it reasonable that some manner of describing this attribute would exist in the game world. For the sake of simplicity I would stick with the +1, +2, +3, but other ways of describing would exist. Maybe even it's own ...


4

It sounds like you have a problem with players metagaming (acting on information the player has, but his character doesn't), and you're fixing that by having the players explicitly inform each other. This usually works fine as long as players don't have to do it too often – but if you're requiring them to relay the info to the group every time they ...


4

Don't Let Fear of Metagaming Keep You From Playing The Game When you have knowledge that your character doesn't, it can be frustrating. You'll often feel like you're helpless to deal with a challenge that would be trivial if your character just knew one stupid thing. If you're frustrated, you're not having fun, so the solution here isn't to just tamp down ...


3

Whichever you prefer (or, to better say, whichever your DM preferes), but Magic Item Compendium p. 5 quotes Thordek, the iconic dwarf fighter, naming his +3 armor by plus and bonus. It's not unreasonable to suppose that, in a world where enhancements come in fixed chunks, merchants and crafters have deviced a system to name them. My personal choice is ...


3

One tip that can be useful, when this is important, is to give up some of the control. This is especially useful for situations where your character might know/figure out the information that you know, or might randomly decide to do the advantageous thing. Assign a probability to either figuring out the information, or doing the beneficial thing. "Yeah, ...


1

This same problem often comes up in the campaign I'm currently a part of. Some of us (including me) are more used to roleplaying in general, while others are newer and have difficulty not using meta-knowledge or assuming that just because one player knows something, everyone does. The way I personally deal with it is that I try to think in terms of my ...



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