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<blockquote data-quote="Acid_crash" data-source="post: 1893203" data-attributes="member: 16278"><p>I've noticed this propensity with players as well..and it does fall on the shoulders of the DM. However, there are some players that just get tactical no matter how well the DM tries to RP in combat. </p><p></p><p>It is for this reason I hate using miniatures in combat. I've see even the dumbest characters, those with a INT 6, perform perfect maneuvers to avoid the attack of opportunity or the flanking maneuvers...and I think that this game is missing an element of maneuvers a character should, and should not be able to perform, based on the character's INT or WIS scores. </p><p></p><p>Better yet, yank out those mini's and avoid using them. The only time I saw a D&D group actually roleplay in combat was the first game I joined (when I was a fresh newbie into D&D gaming). The DM would draw the combat maps on grid paper, show us the layout and had us put our character's initials on it. Then he would take it away during the combat round, and we had to tell him what our actions are. At the end of each round, he updated the map. Because he didn't let us just look at the map the entire time, we had to use our thinking caps (our imagination) and perform to the best of our ability. Even he did this, turning the map over when it was the NPC's turn in combat. He let us perform really cool cinematic maneuvers, and if someone described something too challenging (or something that a low INT person wanted to try doing) he would have us make an INT check to see if our character would come up with the concept. Then he described what the NPC's were doing, not just tell us. It was pretty damn sweet, and I have never been in a D&D group since that incorporated everything he was able to manage. </p><p></p><p>You could try doing what he tries. He even incorporated a house rule that inf someone tried to run by an adjacenet opponent, we had to make a Dex check to see of we could bypass the opponent. (This was 2AD&D at the time).</p></blockquote><p></p>
[QUOTE="Acid_crash, post: 1893203, member: 16278"] I've noticed this propensity with players as well..and it does fall on the shoulders of the DM. However, there are some players that just get tactical no matter how well the DM tries to RP in combat. It is for this reason I hate using miniatures in combat. I've see even the dumbest characters, those with a INT 6, perform perfect maneuvers to avoid the attack of opportunity or the flanking maneuvers...and I think that this game is missing an element of maneuvers a character should, and should not be able to perform, based on the character's INT or WIS scores. Better yet, yank out those mini's and avoid using them. The only time I saw a D&D group actually roleplay in combat was the first game I joined (when I was a fresh newbie into D&D gaming). The DM would draw the combat maps on grid paper, show us the layout and had us put our character's initials on it. Then he would take it away during the combat round, and we had to tell him what our actions are. At the end of each round, he updated the map. Because he didn't let us just look at the map the entire time, we had to use our thinking caps (our imagination) and perform to the best of our ability. Even he did this, turning the map over when it was the NPC's turn in combat. He let us perform really cool cinematic maneuvers, and if someone described something too challenging (or something that a low INT person wanted to try doing) he would have us make an INT check to see if our character would come up with the concept. Then he described what the NPC's were doing, not just tell us. It was pretty damn sweet, and I have never been in a D&D group since that incorporated everything he was able to manage. You could try doing what he tries. He even incorporated a house rule that inf someone tried to run by an adjacenet opponent, we had to make a Dex check to see of we could bypass the opponent. (This was 2AD&D at the time). [/QUOTE]
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