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Can I Make My Games More Like Pirates of the Carribean?
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<blockquote data-quote="Stalker0" data-source="post: 2940695" data-attributes="member: 5889"><p>Also, keep in mind that a 5 foot square is a decent area, and with a 5 foot step, you actually have a LOT of movement you can do and still make full attacks. Not everyone in the movies are making 30 moves all over the place. For instance, running up stairs to the top area of a ship from the bottom could most likely be done with movement in your own square + 5 foot step.</p><p></p><p>If you want to make things cinematic, here are some things you should do:</p><p></p><p>1) Use mooks. In the vast majority of movie fights, the main characters are always higher level than those they fight.</p><p>2) Emphasize terrain. Now that the players don't have to worry about dieing (because your using mooks) now they can worry about making their actions cool.</p><p>3) Emphasize creative descriptions. As I mentioned above, dnd characters can be doing a whole lot of stuff in their 5 foot squares. Let the players describe their leaps and jumps and somersalts and just use the basic dnd mechanics.</p><p>3) Reward creative fighting. Give extra bonuses for creative ideas. This is where the dnd rules make a good baseline, but the dm can push off with his style of play.</p><p></p><p></p><p>In my mind, creative combats are about 20% rules and 80% dm and players involvement. You do NOT need rules to tell you how to make interesting combats.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 2940695, member: 5889"] Also, keep in mind that a 5 foot square is a decent area, and with a 5 foot step, you actually have a LOT of movement you can do and still make full attacks. Not everyone in the movies are making 30 moves all over the place. For instance, running up stairs to the top area of a ship from the bottom could most likely be done with movement in your own square + 5 foot step. If you want to make things cinematic, here are some things you should do: 1) Use mooks. In the vast majority of movie fights, the main characters are always higher level than those they fight. 2) Emphasize terrain. Now that the players don't have to worry about dieing (because your using mooks) now they can worry about making their actions cool. 3) Emphasize creative descriptions. As I mentioned above, dnd characters can be doing a whole lot of stuff in their 5 foot squares. Let the players describe their leaps and jumps and somersalts and just use the basic dnd mechanics. 3) Reward creative fighting. Give extra bonuses for creative ideas. This is where the dnd rules make a good baseline, but the dm can push off with his style of play. In my mind, creative combats are about 20% rules and 80% dm and players involvement. You do NOT need rules to tell you how to make interesting combats. [/QUOTE]
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