I've been going back and forth about what information I should hide or give in a turn based tactical RPG I'm making, and I think it would make an interesting topic. In some games, you can see everything the opponent controls, their health, their movement, their range. In games like this, damage is sometimes guaranteed to do a specific amount of damage, with no chance to miss or get a critical hit. With full information, players can analyze the level and attempt to predict what the other player will do. You can tell exactly where to keep your character to stay out of range of the opponent, or count the damage so you know you have what it takes to kill the enemy that turn.
Some games keep more of this information hidden, requiring you to explore the level to discover what enemies are near, and to fight those enemies to discover their strengths and weaknesses. Having variable damage and a percentage to hit is talked about for the feeling that you're taking a risk or a gamble, but lately i've also been thinking of it as information that you don't have. You can't just add up the number of attacks and know that you have what it takes to defeat an enemy.
I like how a game with open information lets you really analyze the situation and look ahead to future turns as you make your plan. Hidden information lets you discover things as you go, and gives you the excitement of taking a risk. Maybe I can find a good blend that allows the strength of both of these to shine through? Do you have a preference in games? Is there certain information you prefer to be open or hidden?