One quirk of mine immediately comes to mind (probably because I've been doing it consistently for 20+ years of DM'ing): I announce the result of the roll before the d20 stops rolling--usually for comedic effect.
Me: The ledge is about twenty feet up.
Player: That's probably too far to jump, huh?
Me: Roll for it.
Player: Seriously? I can make it? Let's see, I have a +7 bonus (rolls)... It's almost--
Me: You jump ten feet in the air and inexplicably turn over, falling face down in a pile of warm fecal matter which you had previously not noticed. It is chunky and squirts up your nose.
My old players encourage the new ones to try stuff until something like this happens.
It is almost as funny to make someone roll for something incredibly easy to accomplish and say "You succeed!" before the die stops bouncing.
I'm not sure that I follow. What do you mean 'bargain" with your players? (snip)
Normally this falls into two categories:
- Allow them to bend the rules in exchange for action point(s) or healing surge(s) or other in-game resource.
- Allow them to bend the rules to their advantage on a successful roll, but a failed rule will allow me to bend their rules to their detriment.
Basically, an offer to go beyond what the rules allow, but is narratively interesting, but with some sort of cost or potential cost.
That's cool. Wish I had the art skillz/time to do stuff like that.The biggest quirk I have is making handouts. I've attached a picture; this was a 4th edition battle we had across a set of docks, featuring a tavern, a smithy, and a warehouse, as well as some boats. I had a collection of NPC allies lurking about who the PCs could recruit with a skill check or a bribe, then they had an NPC they could 'use' with a minor action. But rather than just having a line or two of notes, I did up a full card for each NPC ally.