Do something cool.

One of my friends ran his first 4e game last night, and even though we're all old hands at 4th ed by now, we were new to our characters, and apparently did not reach the awesome quota he was hoping for. In the general consensus, we did tend to stick to what the powers on our character sheets were, rather than doing something cool. For instance, at the end of the fight, the cleric used sacred flame 7 rounds in a row.

The GM proposed a few silly solutions.

1. Every player writes on their character sheet a new at-will power: "Do something cool." It's there basically just to remind you that you don't have to do what your powers say, especially since the DMG has guidelines for running zany stuff like that.

2. You also get a new encounter power: "Do something awesome." Once per encounter, you come up with something you want to do, and if it sounds awesome enough, the GM will let you get away with it, even if he probably shouldn't.

3. There is an epic level ninja stalking our every move, and this ninja grew up with a younger brother who watched tons of anime. Due to this, the ninja developed a raging hatred of the dramatic conventions of anime, and every time he hears one of us announce our attacks' names (e.g., "I'll attack him with Steel Serpent Strike"), he'll shoot us with an arrow. The GM wants to encourage us with shock therapy to be more active in describing our actions, rather than relying on the rules.
 

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Each player in my game gets to say "screw the rules" once per session.

I had intended this to be used to "do something cool" but instead it was often saved for "saving my bacon". So now I give out one "save my bacon" AND one "screw the rules" per player per session. "Screw the rules" can only be used to do something cool, not avoid something bad.

They're both fun additions to my game.

*edit* And Ryan, the invisible ninja idea is hillarious. :)
 
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I like the last point especially. I feel that my D&D groups are suddenly going to find themselves being pelted with little arrows from time to time.
 

3. There is an epic level ninja stalking our every move, and this ninja grew up with a younger brother who watched tons of anime. Due to this, the ninja developed a raging hatred of the dramatic conventions of anime, and every time he hears one of us announce our attacks' names (e.g., "I'll attack him with Steel Serpent Strike"), he'll shoot us with an arrow. The GM wants to encourage us with shock therapy to be more active in describing our actions, rather than relying on the rules.

Okay, but if you ever record any of your sessions for an actual play podcast, you have to revoke this rule.

Audio combat sessions are hard to keep up with when players don't explicitly say what powers they're using -_-

~
 

Grr, I cannot send xp your way either RangerW. Props though. That's fantastic.

I'd love to hear back after a few sessions to see how it pans out.
 

This particular GM comes up with all sorts of crazy fun ideas. He's inspired me to try to write 'training montage' rules/guidelines to capture that 80s appeal every time the party levels up. Or maybe it's best used after the party fails to defeat the villains the first time; you could have guidelines for how to give them training so they can win the rematch.
 
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Kudos!

I wanted to encourage similar behavior but I also wanted to avoid the game devolving into a constant series of stunts outside the rules that I had to adjudicate (othewise why have the system at all?). My solution was to tie it into the Action Point rules because that is the mechanic in most rulesets that is "a rule that lets you break the rules".

So I let the players spend an Action Point + Healing Surge to "do something that fits the concept of your character but isn't one of your existing powers".

This is, hands down, the best house rule I've added to my game. It has produced fun and excitement in every single session. It's almost tempting to allow more of it but I really feel that part of what makes these things so cool is that they are relatively rare.

Just last night the PC's were aboard an airship and the captain and crew got pulled overboard onto a rocky ledge by Harpies. The Nature Cleric dashed over to the ship's wheel whereupon she realized that she had no idea at all how to fly the thing. Instead she asked, "Can I just use the power of nature to cause the wind to blow the ship where I want it to go?"

Well of course you can! That's fantastic!
 

Very cool I may just have to add those two my own rules for increasing the amount of usage of non-Power manoeuvres so far it is working quite well, but this could bring more awesomeness. Especially with it being a Power and how my rules interact with Powers, *ponders*
 

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