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Challenge the Players, Not the Characters' Stats
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<blockquote data-quote="joethelawyer" data-source="post: 4501140" data-attributes="member: 55764"><p>ahh. i do see your point then when coming from the perspective of "you mean i can do more than just swing??!"</p><p></p><p>i guess the other aspect of it for me is that i prefer a narrative/descriptive form of combat, without miniatures and grids. depending on the group i play with, the only time we resort to grids is when the number of combatants is so large that we cant keep track of it in our collective heads. the limitation to me is that if something is on a grid, it's pretty much set in stone what you can do to a certain extent. </p><p></p><p>for example, if it is narrative, yet some aspect of the combat has not been verbalized/described in detail by the dm yet, the player can announce a creative action which the dm can agree to let the player try, even though it goes against whatthe dm had in his head but hadn't yet verbalized. </p><p></p><p>the dm usually lets the player take a chance and make the move if it's success would have been the topic of much talk over beers the next day. the dm would just asign it a dex or str check or some combination of the two with appropriate dm determined difficulty modifiers. this way the player's actions go more towards creating an interesting story of the fight, rather than just rolls and how many natural 20's the player rolled.</p></blockquote><p></p>
[QUOTE="joethelawyer, post: 4501140, member: 55764"] ahh. i do see your point then when coming from the perspective of "you mean i can do more than just swing??!" i guess the other aspect of it for me is that i prefer a narrative/descriptive form of combat, without miniatures and grids. depending on the group i play with, the only time we resort to grids is when the number of combatants is so large that we cant keep track of it in our collective heads. the limitation to me is that if something is on a grid, it's pretty much set in stone what you can do to a certain extent. for example, if it is narrative, yet some aspect of the combat has not been verbalized/described in detail by the dm yet, the player can announce a creative action which the dm can agree to let the player try, even though it goes against whatthe dm had in his head but hadn't yet verbalized. the dm usually lets the player take a chance and make the move if it's success would have been the topic of much talk over beers the next day. the dm would just asign it a dex or str check or some combination of the two with appropriate dm determined difficulty modifiers. this way the player's actions go more towards creating an interesting story of the fight, rather than just rolls and how many natural 20's the player rolled. [/QUOTE]
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