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Discussion of DMG page 42
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<blockquote data-quote="Rel" data-source="post: 4597833" data-attributes="member: 99"><p>Just to touch on this for a moment, I have heard many GM's express that the players can tend to "bury their nose in the power cards" and this makes the actions taken in combat repetitive (see also: 30 different threads about "grind"). This is kind of the "When all you have is a hammer, every problem looks like a nail" situation. I could imagine it becoming an issue with my group. I'm going to try to use the "bury their nose in the cards" to my advantage.</p><p></p><p>Two cards that I'm going to make sure are included in the set the players use are:</p><p></p><p>Use A Skill - I haven't decided yet but I'm considering putting the page 42 ranges for DC and damage output on this card, with the clear understanding that I'll throw those out in a heartbeat if I think it should be adjudicated differntly.</p><p></p><p>Do Something Awesome - I've got a house rule that lets a player spend an Action Point AND a Healing Surge to "break the rules in a way that fits with your character". Basically this lets them use "powers" that fit the theme of their character without being absolutely bound by the normal set of powers they've got.</p><p></p><p>For example, if there is a big, burly Dragonborn Fighter and he wants to "punch this guy so hard that he breaks through the thin wall of this rickety tavern and lands on his butt in the street" then he need only spend the AP and Healing Surge and he is free to make the attempt. I'll tend to vary the AC/DC (HA!) that the PC must hit by how far above or below the general power level of their abilities this stunt is.</p><p></p><p>I'm hoping that cards like these will serve as a reminder that there is more they can do than just what their powers dictate.</p></blockquote><p></p>
[QUOTE="Rel, post: 4597833, member: 99"] Just to touch on this for a moment, I have heard many GM's express that the players can tend to "bury their nose in the power cards" and this makes the actions taken in combat repetitive (see also: 30 different threads about "grind"). This is kind of the "When all you have is a hammer, every problem looks like a nail" situation. I could imagine it becoming an issue with my group. I'm going to try to use the "bury their nose in the cards" to my advantage. Two cards that I'm going to make sure are included in the set the players use are: Use A Skill - I haven't decided yet but I'm considering putting the page 42 ranges for DC and damage output on this card, with the clear understanding that I'll throw those out in a heartbeat if I think it should be adjudicated differntly. Do Something Awesome - I've got a house rule that lets a player spend an Action Point AND a Healing Surge to "break the rules in a way that fits with your character". Basically this lets them use "powers" that fit the theme of their character without being absolutely bound by the normal set of powers they've got. For example, if there is a big, burly Dragonborn Fighter and he wants to "punch this guy so hard that he breaks through the thin wall of this rickety tavern and lands on his butt in the street" then he need only spend the AP and Healing Surge and he is free to make the attempt. I'll tend to vary the AC/DC (HA!) that the PC must hit by how far above or below the general power level of their abilities this stunt is. I'm hoping that cards like these will serve as a reminder that there is more they can do than just what their powers dictate. [/QUOTE]
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