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Adventure Begins: A New Dungeons and Dragons Boardgame
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<blockquote data-quote="MNblockhead" data-source="post: 8046929" data-attributes="member: 6796661"><p>My original respond was meant to be tongue in cheeck. But more seriously, if you have a more thespian-style group, what would the table expectations be? While my main campaign is very much not a thespian style game (I use other systems like InSPECTREs for that), if I wanted to encourage more roll playing, I'm thinkging:</p><p></p><p>1. Spell casting: explain or act out the somatic components (buy "Rock, Paper, Wizards" and use that games cards for ideas) and to speak out the verbal components. If material components other than a spell focus are used, describe what materials you are taking from your pouch. Clerics verbal components need to be in the form of short prayers. Of course, certain spells would require extra description: power word spells, vicious mockery, etc.</p><p></p><p>2. Fighting: describe your attacks. I might homebrew a bit of mechanical love for well describe attacks. No major departure from RAW, but perhaps if you roll a critical hit, if you just said "I hit it with my axe" then I'd just follow RAW for extra damage. But if you specified how and where you attacked, it could lead to injuries that may impose some debuffs on the enemy in addition to the extra damage. This could make NPCs more interesting. A group of goblins who always go for the eyes would make create more tension as the players would start to fear the consequences of a critical hit from one of those damn goblins. </p><p></p><p>3. Searching and hiding - unless you can describe it you a'int doing it well</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8046929, member: 6796661"] My original respond was meant to be tongue in cheeck. But more seriously, if you have a more thespian-style group, what would the table expectations be? While my main campaign is very much not a thespian style game (I use other systems like InSPECTREs for that), if I wanted to encourage more roll playing, I'm thinkging: 1. Spell casting: explain or act out the somatic components (buy "Rock, Paper, Wizards" and use that games cards for ideas) and to speak out the verbal components. If material components other than a spell focus are used, describe what materials you are taking from your pouch. Clerics verbal components need to be in the form of short prayers. Of course, certain spells would require extra description: power word spells, vicious mockery, etc. 2. Fighting: describe your attacks. I might homebrew a bit of mechanical love for well describe attacks. No major departure from RAW, but perhaps if you roll a critical hit, if you just said "I hit it with my axe" then I'd just follow RAW for extra damage. But if you specified how and where you attacked, it could lead to injuries that may impose some debuffs on the enemy in addition to the extra damage. This could make NPCs more interesting. A group of goblins who always go for the eyes would make create more tension as the players would start to fear the consequences of a critical hit from one of those damn goblins. 3. Searching and hiding - unless you can describe it you a'int doing it well [/QUOTE]
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