Siegurt wrote:As such, drawing attention to such a value just gives it weight in the decision making process that it just plain shouldn't have.
Slapping a number onto a thing does not magically "draw attention" to that thing. Example, "20" versus "huge".
The game should not determine what is relevant, on behalf of the player, because the player is supposed to do that - part of what you do as a player is to determine what is relevant, that's why we play. Suppose AC
is irrelevant - you could learn this if it were shown, but it's not shown, so you can't learn it.
By the same token, it doesn't matter so much whether knowing AC "improves player decision making" so much as it reduces staring at plus signs with befuddlement and irritation.
AC doesn't matter? then what matters? damage, HP, MR? because those are not given either, should I treat giant gecko and orb guardian the same?
Siegurt wrote:The variability from random rolls has way more impact on any given fight than monster AC does.
the random rolls themselves are derived from the stats of the combatants. Damage is rolled, AC is rolled, etc. I can't recall any stat-independent random rolls.
Lasty wrote:The ballpark feedback the game gives you is enough to make good decisions in most cases.
Not from level-to-level or char-to-char. For a long time I thought that giant frogs are tougher than spiny frogs! And, this quote contradicts the idea that randomness from random rolls overwhelms whatever statistic-based prognostication the player may make. If the result of a fight is too random to be predictable, and feedback comes from the result of a fight, then feedback is too random to be useful.
Lasty wrote:Uncertainty changes your experience of the game
We have uncertainty from random rolls - is it insufficient? What, we want uncertainty from ignorance too? If so, shouldn't we deprive the player of the feedback/information rhat we so generously bequeath? Hide resists, hide pips, let them figure it out.