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attacking without attacking
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<blockquote data-quote="devcar" data-source="post: 4945867" data-attributes="member: 44102"><p>What exactly are we talking about here? Everything is relative to the DM's whim. As a DM we should make a ruling, listen to feedback, and then finalize. Feedback comes in 2 forms; "It's in the book..." and "This is how I see it working..." To allow and disallow this use of a power would not be up to me per say, but up to the player. I see the session going like this:</p><p> </p><p>PC: I want to use my <Blah> power to teleport to the other side of the casm.</p><p> </p><p>DM: You can't use your <Blah> power out of combat.</p><p> </p><p>Here is where the PC makes or breaks his case...</p><p> </p><p><Option 1> </p><p>PC: The DMG pg 40 says I can attack the air(target a square).</p><p>DM: As you crash your sword to the ground, <insert cool effect here> and you teleport to the other side. Roll initative (Player starts with 1 less encounter power, is seperated from the group, and has summoned the guards)</p><p> </p><p><Option 2></p><p>PC: What if I burned a healing surge?</p><p>DM: OK...Lets see...You remember hearing once that if you preformed your <Blah> move while digging deep into your reserves, you can effect a teleport without a target. You begin performing the Kata that you used to learn the skill. With a great exertion of willpower, you perform the <Blah> attack. You feel the rush as you snap from one point to the destination. (encounter power gone till 5 min rest -- lose a healing surge)</p><p> </p><p><Option 3></p><p>PC: I just need the extra 2 squares to get to the other side of the casm...</p><p>DM: It doesn't work like that. (end of discussion) </p><p> </p><p><Option 4></p><p>PC: I see it like preforming a ritual...I go through the motions of the attack pretending there are monsters there, and I make the power work through force of willpower.</p><p>DM: Make a skill check using Wis/Cha mod (Med DC = success, Hard DC = success and the encounter power is not used)</p><p> </p><p>These are all things I would do. Most of the time, DM'ing is VERY circumstantial and subjective. Some players deserve special treatment to encourage others to follow suit. If this was ment to have hard and fast rules, it would be a computer game already (DDO does not count) It is ment to encourage creativity and expand your thought processes. Creating a story is so much more than "stab-stab-level" </p><p> </p><p>Having said that, you as the DM have to make the final decision as to what would make a good story and what would make the players happy VS. What would break my game and what would make sense?</p></blockquote><p></p>
[QUOTE="devcar, post: 4945867, member: 44102"] What exactly are we talking about here? Everything is relative to the DM's whim. As a DM we should make a ruling, listen to feedback, and then finalize. Feedback comes in 2 forms; "It's in the book..." and "This is how I see it working..." To allow and disallow this use of a power would not be up to me per say, but up to the player. I see the session going like this: PC: I want to use my <Blah> power to teleport to the other side of the casm. DM: You can't use your <Blah> power out of combat. Here is where the PC makes or breaks his case... <Option 1> PC: The DMG pg 40 says I can attack the air(target a square). DM: As you crash your sword to the ground, <insert cool effect here> and you teleport to the other side. Roll initative (Player starts with 1 less encounter power, is seperated from the group, and has summoned the guards) <Option 2> PC: What if I burned a healing surge? DM: OK...Lets see...You remember hearing once that if you preformed your <Blah> move while digging deep into your reserves, you can effect a teleport without a target. You begin performing the Kata that you used to learn the skill. With a great exertion of willpower, you perform the <Blah> attack. You feel the rush as you snap from one point to the destination. (encounter power gone till 5 min rest -- lose a healing surge) <Option 3> PC: I just need the extra 2 squares to get to the other side of the casm... DM: It doesn't work like that. (end of discussion) <Option 4> PC: I see it like preforming a ritual...I go through the motions of the attack pretending there are monsters there, and I make the power work through force of willpower. DM: Make a skill check using Wis/Cha mod (Med DC = success, Hard DC = success and the encounter power is not used) These are all things I would do. Most of the time, DM'ing is VERY circumstantial and subjective. Some players deserve special treatment to encourage others to follow suit. If this was ment to have hard and fast rules, it would be a computer game already (DDO does not count) It is ment to encourage creativity and expand your thought processes. Creating a story is so much more than "stab-stab-level" Having said that, you as the DM have to make the final decision as to what would make a good story and what would make the players happy VS. What would break my game and what would make sense? [/QUOTE]
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