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<blockquote data-quote="AbdulAlhazred" data-source="post: 5266825" data-attributes="member: 82106"><p>Well, you're not the first to suggest the possibility by a long shot. I don't think there's anything wrong with it. </p><p></p><p>At the risk of moving off on a tangent though I would like to point out a few other ways to encourage more interesting player tactics.</p><p></p><p>Terrain: This is really the biggy. Look at DMG2 (if you don't have one get one, its worth it!). It has 'terrain powers' which is a system for assigning powers to terrain features which characters can access. Its really just a way for the DM to 'can' some page 42 type stuff, but it works well. Just having the terrain there in the first place is the real key though. Ledges, ropes, bridges, chandeliers, siege engines, ladders, water, lava, ice, hazards, etc. Some traps can fall into this category as well. Even just areas that grant cover, difficult terrain, and minor hindrances will work. The idea is to get the PCs moving around and thinking on their feet. </p><p></p><p>Devices: by this I mean things that allow the PCs to employ various strategems. A barrel full of oil that they can position to drop on enemies, even rocks they can make into a rockslide or anything along those lines. Not always clearly delineated from terrain and can also shade into equipment but just in general "stuff" that the PCs can turn to their advantage by doing something with it.</p><p></p><p>Rituals: Get them interested in these. Some of them are pretty interesting and while they aren't usually going to be actually used during combat they can add a decent amount of variety. Maybe give them a scroll or two that includes some ritual components so they can cast it if they want. Usually pretty soon someone will start getting into the whole concept and start using their rituals creatively, which can then add to encounters.</p><p></p><p>Goals: A combat with a goal besides just 'kill the enemy' will get things going. Combat skill challenges can work for instance (often as an aspect of a trap or puzzle). Rescue the Princess before the knife comes down, that sort of thing. You can put it together with fantastic terrain types too, or even just mundane ones. Getting to an area that gives the PCs an advantage or forwards a goal is more fun than just slugging it out. </p><p></p><p>Also make your encounters pretty various in other ways too. Have monsters attacking the party or the party setting an ambush, etc. now and then. It makes the players think along different lines and they're likely to suddenly find a good use for a skill or power that normally they might ignore in favor of an at-will. </p><p></p><p>Anyway, a tangent, but hopefully not a really big one. Achievements can also work along with these other things. Best Stunt can be an achievement for instance, or most skill checks passed, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5266825, member: 82106"] Well, you're not the first to suggest the possibility by a long shot. I don't think there's anything wrong with it. At the risk of moving off on a tangent though I would like to point out a few other ways to encourage more interesting player tactics. Terrain: This is really the biggy. Look at DMG2 (if you don't have one get one, its worth it!). It has 'terrain powers' which is a system for assigning powers to terrain features which characters can access. Its really just a way for the DM to 'can' some page 42 type stuff, but it works well. Just having the terrain there in the first place is the real key though. Ledges, ropes, bridges, chandeliers, siege engines, ladders, water, lava, ice, hazards, etc. Some traps can fall into this category as well. Even just areas that grant cover, difficult terrain, and minor hindrances will work. The idea is to get the PCs moving around and thinking on their feet. Devices: by this I mean things that allow the PCs to employ various strategems. A barrel full of oil that they can position to drop on enemies, even rocks they can make into a rockslide or anything along those lines. Not always clearly delineated from terrain and can also shade into equipment but just in general "stuff" that the PCs can turn to their advantage by doing something with it. Rituals: Get them interested in these. Some of them are pretty interesting and while they aren't usually going to be actually used during combat they can add a decent amount of variety. Maybe give them a scroll or two that includes some ritual components so they can cast it if they want. Usually pretty soon someone will start getting into the whole concept and start using their rituals creatively, which can then add to encounters. Goals: A combat with a goal besides just 'kill the enemy' will get things going. Combat skill challenges can work for instance (often as an aspect of a trap or puzzle). Rescue the Princess before the knife comes down, that sort of thing. You can put it together with fantastic terrain types too, or even just mundane ones. Getting to an area that gives the PCs an advantage or forwards a goal is more fun than just slugging it out. Also make your encounters pretty various in other ways too. Have monsters attacking the party or the party setting an ambush, etc. now and then. It makes the players think along different lines and they're likely to suddenly find a good use for a skill or power that normally they might ignore in favor of an at-will. Anyway, a tangent, but hopefully not a really big one. Achievements can also work along with these other things. Best Stunt can be an achievement for instance, or most skill checks passed, etc. [/QUOTE]
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