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Breaking Out of "Default Actions"
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<blockquote data-quote="Fenris-77" data-source="post: 8019571" data-attributes="member: 6993955"><p>The mechanics in D&D are the main culprit here IMO. D&D has pretty great combat mechanics - they're clear, reliable and they do what it says on the tin. Once you step outside that box things can get a little muddled. The rules involved in 'other actions' aren't nearly as well defined and a whole lot rests on the style of the DM for the game and how he tends to adjudicate those actions. Personally, I tend to encourage those other actions by making them punchy and effective and reliable enough that they seem like a reasonable option when set next to whatever combat action the character is good at. </p><p></p><p>If you don't incentivize those actions to a certain extent the rules of D&D will disincline players form attempting them, either though fuzzy outcomes, or lack of specificity in the rules. If the player can't picture what pulling their comrade out of the tentacles looks like, if they can't gauge their chance of success, or even what resolution mechanics will be in play, then they aren't nearly as likely to make the attempt.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8019571, member: 6993955"] The mechanics in D&D are the main culprit here IMO. D&D has pretty great combat mechanics - they're clear, reliable and they do what it says on the tin. Once you step outside that box things can get a little muddled. The rules involved in 'other actions' aren't nearly as well defined and a whole lot rests on the style of the DM for the game and how he tends to adjudicate those actions. Personally, I tend to encourage those other actions by making them punchy and effective and reliable enough that they seem like a reasonable option when set next to whatever combat action the character is good at. If you don't incentivize those actions to a certain extent the rules of D&D will disincline players form attempting them, either though fuzzy outcomes, or lack of specificity in the rules. If the player can't picture what pulling their comrade out of the tentacles looks like, if they can't gauge their chance of success, or even what resolution mechanics will be in play, then they aren't nearly as likely to make the attempt. [/QUOTE]
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