Originally Posted by grysqrl
Originally Posted by DragonSnooz
I can understand your point that animations can slow down combat in a turn-based game. OP was asking for the word "miss" being replaced with words the player can use to deduce AC. So it would have no change to the pace of combat.

@grysqrl are you open to having more information during combat? (the changes outside of animations).
It depends on what kind of information and how it is presented. Critical is for information to be presented in a clear and useful way. I'd like to see my bonuses for sure and probably my rolls.

For enemy stuff, I don't like the deduce-the-enemy's-AC mini-game, though. If, as the game designer, you want me to know that information, just tell me. Instead of four different ways to say "it didn't work", which will confuse players that don't understand the mechanics behind the game, just say "miss". If you want me to know my opponent's AC, then say "Attack: [11] + 4 vs AC 17. Misses!"

Some of the best games I've played, have done a great job of portraying why something is the way it is, by showing you without spelling it out. It adds to the thematics and immersion when a game draws you in, and explains itself through its mechanics instead of words.

I would also like the option to have rolls clearly displayed, but I wouldn't discount the subtle power of tone's effect on your enjoyment of a game.