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What I Learned Running a 1 to 30 D&D Campaign
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<blockquote data-quote="TikkchikFenTikktikk" data-source="post: 5390271" data-attributes="member: 67494"><p>Regarding players calling out powers and feats you don't understand:</p><p></p><p>1. Make them read the full power to you. </p><p></p><p>They should have this at hand. It's 2010; everyone should either have access to a text editor or the character builder and a printer. Of course, this doesn't mean they didn't pull the power out of their butts when they were typing, but it gives you a chance to say "Whoa, that does what?" and a moment to reconsider monster tactics and strategy.</p><p></p><p>2. Make them roleplay and describe the power to you. </p><p></p><p>Sometimes it's hard to describe exactly what is going on with the more abstract powers, but they should have to try. </p><p></p><p>I've heard fears that this will bog down combat even more. In my experience, though, what actually happens is this:</p><p>* The player begins really making the character their own, putting their own stamp on how the powers' effects manifest.</p><p>* Other players better understand that character's quirks, personality, and potential in and out of combat.</p><p>* Players get brainstorms of more cinematic things to try as they think outloud and begin taking advantage of the golden rule (try anything, the DM will come up with a check and a DC).</p><p>* Combats become memorable for player actions, not just the setting and the monster description. "Remember that time I ..." instead of "Remember that time the DM ..."</p><p>* Combats take a bit longer but no one really minds because they really become a cinematic and essential part of the story.</p></blockquote><p></p>
[QUOTE="TikkchikFenTikktikk, post: 5390271, member: 67494"] Regarding players calling out powers and feats you don't understand: 1. Make them read the full power to you. They should have this at hand. It's 2010; everyone should either have access to a text editor or the character builder and a printer. Of course, this doesn't mean they didn't pull the power out of their butts when they were typing, but it gives you a chance to say "Whoa, that does what?" and a moment to reconsider monster tactics and strategy. 2. Make them roleplay and describe the power to you. Sometimes it's hard to describe exactly what is going on with the more abstract powers, but they should have to try. I've heard fears that this will bog down combat even more. In my experience, though, what actually happens is this: * The player begins really making the character their own, putting their own stamp on how the powers' effects manifest. * Other players better understand that character's quirks, personality, and potential in and out of combat. * Players get brainstorms of more cinematic things to try as they think outloud and begin taking advantage of the golden rule (try anything, the DM will come up with a check and a DC). * Combats become memorable for player actions, not just the setting and the monster description. "Remember that time I ..." instead of "Remember that time the DM ..." * Combats take a bit longer but no one really minds because they really become a cinematic and essential part of the story. [/QUOTE]
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