kigmatzomat
Legend
BardStephenFox said:In previous editions, with a little more nebulous round, you might have an active player declare 3-4 actions. They would be strung together to sound logical and it wasn't necessarily a matter of the player trying to cheat. The player might be envisioning the sequence of events in a different timeframe than other players, or the DM.
"I'm going to charge across the balcony and knock the flower box onto the guards below. As I reach the end of the balcony, I will leap out, swing on the flagpole, sommersault off and kick the captain of the guard onto the ground. Landing above him, I will draw my rapier and hold it at his throat.
'One wrong move Captain Ortiz and I will silence you forever, now order your men to release those peasants.'"
Small side note. If you are willing to skip the flower box and assuming this was all in a straight line you could do it all in one round. Charge (double movement = 60'), use tumble/jump as portion of the movement followed by a kick attack. The draw weapon is a free portion of a movement for anyone with BAB+1 and the comment is a free action, though I think it should be shorter.
A monk or someone with boots of springing/striding could do it for distances greater than 60 foot or could go around corners if less than 60'. Same goes for a psion with Crooked Charge.
I don't think d20 lacks the swashbuckling, I think people occassionaly forget the setup Erol Flynn would do prior to his daring-do.
Now, as Mallus suggests, this can sterilize your games. They key is to use the mechanics to improve the game. If your group is into swashbuckling and derring do and _everyone_ is participating, give them more rope. If you want to encourage that behavior, add a derring-do action to the standard action & move action sequence. If you want momentary snatches of heroism, at fate points or swashbuckling cards. Just be consistent and make sure each player is getting that spotlight.
Yup, this is the thing. I've got a relatively new player running a fairly high-levl monk. He's slowly stepping through the actions and tends towards being conservative. When I notice it, I ask him what his goal is and then explain the 2-3 options I see available. In one fight, he was charging ahead to tackle the 3-story monster demolishing the city while the others followed. (Jump checks in the 90's might as well be flight!) He was going to charge it and hit it once. I pointed out he could either use Spring Attack to hit it and keep going or use his Monk's Belt Haste to move in and then take a full attack.
People say the monk doesn't get the spotlight but it's my opinion that the monk doesn't necessarily put the critter down, he's the reason the party did. A half-dozen grapple checks a round tend to result in success and during that time the rogues get sneak attacks and ACs go through the floor.
"Balance" is both an external thing, in the baseline rules, and an internal thing, among your group. I think the basic rules do a good job establishing a common baseline for each D&D player using the ruleset. This is something that previous editions were less oriented toward. But I think the goal of all that baselining was to make it easier for run a "basic, balanced game."
There will always be people that will work within the rules better than others. Good DMing is still required. I think the current version of the rules provides a stronger framework for beginning DMs to work toward become good or even great DMs.
I agree with this wholeheartedly.