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<blockquote data-quote="overgeeked" data-source="post: 9523202" data-attributes="member: 86653"><p>Here’s how you say yes and encourage player creativity instead of squashing it. </p><p></p><p>Fire sword. Some options. 1. It takes a round to do and works for one attack before going out. The attack does extra fire damage. Not an exploit because you’re taxing them a round and giving them less damage than two normal attacks would deal. Also single use. 2. It takes a round but works for a few attacks. Whatever you wrapped your sword in to keep it flaming is blunting the attack but adding fire damage. Normal attack damage but half is fire. </p><p></p><p>Bookcase. Strength (Athletics) check to pin them under a heavy bookcase. Cool. It takes your action to do and uses up their action to get out of. Throw in a little damage to make the player not feel like their turn is wasted. Say half their normal damage. </p><p></p><p>Eye shot. Normal attack roll. If they score a nat 19-20, they hit the eye. Otherwise they still hit their target on a normal hit. Either simply describe the NPC as blinded in one eye and stumbling a bit with no mechanical effect or give them blinded for a round as they deal with the arrow in their eye. At most this is an improvised weapon mastery. Not a game wrecking exploit. </p><p></p><p>You can give the players cool things without it wrecking the game. You can let the players do cool things without it wrecking the game. They control the input, you control the output. Adjust the output to reward the player’s creativity without making it exploitative. </p><p></p><p>If you as the referee make something creative so good the players would be dumb not to do it every single time, that’s 100% a you problem.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9523202, member: 86653"] Here’s how you say yes and encourage player creativity instead of squashing it. Fire sword. Some options. 1. It takes a round to do and works for one attack before going out. The attack does extra fire damage. Not an exploit because you’re taxing them a round and giving them less damage than two normal attacks would deal. Also single use. 2. It takes a round but works for a few attacks. Whatever you wrapped your sword in to keep it flaming is blunting the attack but adding fire damage. Normal attack damage but half is fire. Bookcase. Strength (Athletics) check to pin them under a heavy bookcase. Cool. It takes your action to do and uses up their action to get out of. Throw in a little damage to make the player not feel like their turn is wasted. Say half their normal damage. Eye shot. Normal attack roll. If they score a nat 19-20, they hit the eye. Otherwise they still hit their target on a normal hit. Either simply describe the NPC as blinded in one eye and stumbling a bit with no mechanical effect or give them blinded for a round as they deal with the arrow in their eye. At most this is an improvised weapon mastery. Not a game wrecking exploit. You can give the players cool things without it wrecking the game. You can let the players do cool things without it wrecking the game. They control the input, you control the output. Adjust the output to reward the player’s creativity without making it exploitative. If you as the referee make something creative so good the players would be dumb not to do it every single time, that’s 100% a you problem. [/QUOTE]
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