One idea I've been working on is giving the PCs 'effective gold' - basically, their equipment becomes magical because of what it's been through and its spiritual connection with the characters themselves. Then I can save the loot for unique, plot-advancing magical items.
Umbran said:Be wary of this. In a piratey game, most of your PCs are likely to be Rogues and Fighters, right? Well, then you're rapidly approaching the case where everyone's using tumble, and tumble ceases to be particularly interesting - it becomes a ubiquitous die roll you have to make before acting. That's not so grand.
Kid Charlemagne said:Lots of players are conditioned to expect that if they take chances, they'll be slapped down, so you need to let your players know that they can loosen up and try things, and if they roll badly, you won't just kill their characters.
Whilst in principle you are correct, you still need to say what game effects you are aiming for ("5 foot step and Whirlwind Attack...") for clarity. And the numbers have to be communicated some way too ("you take a resounding blow on the head from his mace, and for a moment the world swims out of focus and is filled with a roaring that turns out just to be the thumping of blood in your temples... 12 points of damage"), else the mechanics break down. The danger of padding out each attack and manoeuvre with lots of descriptive text is that the whole process slows down to a crawl and potentially becomes confusing.ruleslawyer said:That is the single most important thing you can do to make your fights more cinematic; take the numbers out of the description, or at least minimize them. I've given my players an injunction to do the same; I don't want to hear "I take a one-square step and then Power Attack for 10, using the leaping attack stunt"; rather, I want to hear "I step forward and take a flying leap at my opponent, swinging with all my might!" The numbers will speak for themselves.