Mark CMG said:
But is the DM given enough proper tools, through the rules and their explanation, to really influence style of play (leanings toward roleplay vs. tactical-minded) more than the rules given to the players? Do the players not, as much if not more so, take their cues from the rules as from the DM (if they are exposed to both, not if they are players exposed first and mostly to just one or the other influence, please)?
DM1: The NPC moves up to you and swings his sword. *rolls* Take 3 damage. Your turn.
DM2: The highwayman weaves beside you, his sword a flash as he swings it at your throat. *rolls* You barely move back, feeling a sting as it scratches across your throat. The briggand curses at you as he regains his footing and readies himself against your retalliation. Redgar's action is now.
DM1: The NPC fires at you with his bow. *rolls* And misses. He moves back, moving over the table, so he has to make a jump check... *rolls* okay, he makes it and ducks behind the table, giving him cover.
DM2: You spot the orcish archer drawing his bow back, his gaze directly at Redgar. The arrow flies at him just as Redgar catches the enemy's actions out of the corner of his eye. *rolls* Just in time! Redgar moves to the left, foiling the shot. The orc looks around quickly and decides to leap over the table for cover! *rolls* He jumps head first and rolls as he lands, kneeling behind it, and watching for anyone who might take a shot at him as he reaches for another arrow.
Which DM is more likely to get descriptions of PC actions in combat. Which is more likely to get PCs to do interesting things? There are a few important things. First of all, if the PCs see NPCs doing cool things like jumping over tables, swinging on chandelliers, using improvised weapons, and other such things
successfully, then they're more likely to try it themselves. Secondly, Players who are engaged by the combat are more likely feel like its alive and to get into the roleplaying portion of it.
It's one thing for a DM to say before the game that he rewards the PCs doing cool and interesting things during combat. It's a totally different thing for him to actually do that. The best way to encourage it is through example. When the DM starts making NPCs do these things, and it actually works against the PCs, then they can see that they really are worth it.
Likewise, when the NPCs aren't all amazing tacticians that always do the best action and never make mistakes, then it encourages the PCs to do the same. NPCs never run through AoO to get somewhere? PCs won't do it. NPCs never take an AoO? PCs won't do it. NPCs never use skills in combat? Neither will PCs.
It's lead by example, or the DM is a part of the problem.
Iron Heroes has all kinds of rules for stuff like that. But, if the DM doesn't encourage it during gameplay, do you think those rules will make a lick of difference? I'm of the oppinion that no, they won't make any difference at all. If the PCs see the NPCs never using cool options, then the PCs will figure that the DM doesn't want them done. They might be right.
The first step to getting good roleplay during combat is description, description, description. It allows you to move into other areas of roleplay once you're doing that as second nature. Witty retorts, teamwork, etc, then you can move onto what I have written above, a mere 11 ways to encourage complex roleplay during combat, not the simple stuff everyone should do that's in this post.