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Attacking a held light source
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4679755" data-attributes="member: 82106"><p>Right. I read the whole disarm/sunder/trip thread the other day. That didn't seem bad, but as I think you are pointing out as well, it doesn't address the entire ICA issue in a very general sort of way. I tend to think in general that 'stunts' are overall the best way to handle this kind of thing for a few reasons. It obviates the necessity for the DM to come up with a power, which is especially problematic given that players will certainly invent ICAs on the fly and while it would work for commonly attempted ones it fails to address the general problem. </p><p></p><p>Of course the weakness is exploitability, but really this is overall what GMs are there FOR. To adjudicate creative solutions to problems. If we don't have the flexibility to do that, then the game really isn't much more than a sort of paper and pencil equivalent of an MMORPG. Simply ruling that every ICA requires a power won't cut it. The PCs WILL try to shoot the gem out of the BBEG's hand, and someone WILL need to make a ruling, or else they might as well just go play WoW.</p><p></p><p>That all being said it seems to me the direction I would favor would be some set of more thorough guidelines on stunting. Something along the lines of a set of situations that come up often and how they have been successfully dealt with. This is basically 'houserules', but it saves GMs a good bit of time and energy and lets them benefit from the experience of others if there are a reasonably comprehensive list of them. What was attempted, what sort of ruling was invoked, and how well it worked or what problems it lead to.</p><p></p><p>Obviously not everyone will ever agree about the best mechanism or even the best overall approach, but it would be interesting if someone were to go about the task of compiling an 'ICA houserules compendium'. People could download it and at least have a starting point/guide for what might work well when they hit one of these things in their game. It also helps in adventure design since you can anticipate the most likely sorts of approaches parties will take and provide yourself with a 'when the party tries X, do this' notation (I seem to do this a lot when designing adventures).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4679755, member: 82106"] Right. I read the whole disarm/sunder/trip thread the other day. That didn't seem bad, but as I think you are pointing out as well, it doesn't address the entire ICA issue in a very general sort of way. I tend to think in general that 'stunts' are overall the best way to handle this kind of thing for a few reasons. It obviates the necessity for the DM to come up with a power, which is especially problematic given that players will certainly invent ICAs on the fly and while it would work for commonly attempted ones it fails to address the general problem. Of course the weakness is exploitability, but really this is overall what GMs are there FOR. To adjudicate creative solutions to problems. If we don't have the flexibility to do that, then the game really isn't much more than a sort of paper and pencil equivalent of an MMORPG. Simply ruling that every ICA requires a power won't cut it. The PCs WILL try to shoot the gem out of the BBEG's hand, and someone WILL need to make a ruling, or else they might as well just go play WoW. That all being said it seems to me the direction I would favor would be some set of more thorough guidelines on stunting. Something along the lines of a set of situations that come up often and how they have been successfully dealt with. This is basically 'houserules', but it saves GMs a good bit of time and energy and lets them benefit from the experience of others if there are a reasonably comprehensive list of them. What was attempted, what sort of ruling was invoked, and how well it worked or what problems it lead to. Obviously not everyone will ever agree about the best mechanism or even the best overall approach, but it would be interesting if someone were to go about the task of compiling an 'ICA houserules compendium'. People could download it and at least have a starting point/guide for what might work well when they hit one of these things in their game. It also helps in adventure design since you can anticipate the most likely sorts of approaches parties will take and provide yourself with a 'when the party tries X, do this' notation (I seem to do this a lot when designing adventures). [/QUOTE]
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