billd91
Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️⚧️
Ipissimus said:It took me a long time to realize what was wrong with that way of DMing, though I knew I disliked it. Then, while I was DMing, I started DMing for new players and their expectations revealed the answer. Invarably, every newbie I've played with has this 'cool idea' moment. Their hero leaps off a wall, does a backflip, and stabs the bad guy in the eye. Ok, roll to hit... oh, you got a two, that's a miss, next player. Every single time, the light of creativity flickering in their eyes DIES. That was the worst thing in DMing 1E, 2E for me.
When I started seeing this happening, I wanted ways to deliver the reward such creativity and encourage it rather than kill it with failure. Feats did that a little in 3E, Action Points did it more and what I've seen of 4E action points and Powers does it even better, since they're a renewable resource. And I can balance player creativity with a suitable cost for the innovation while each character comes with in-built cool stuff to do every day.
I'm not really seeing how 4E action points and powers remove the possibility of failure. Unless you're going to hand wave the die roll because of cool narration or the interesting idea, you still have to face the non-zero probability that the manuever will still fail. And given the scaling defenses along with attack bonuses of 4e, presumably fail pretty often against level appropriate encounters.
So my question to you is: is it really failure of the maneuver to achieve a "hit" that's the problem, failing to come up with a reasonable method of adjudicating the maneuver, or failure to describe how even a failure to hit can nevertheless come from a cool move and make for an interesting encounter?