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DMG II Preview and Mearls old work
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4918976" data-attributes="member: 710"><p>A "Do a Stunt" Power Card might be needed to remind players of the option. But I think it's not enough. Powers have the real advantage that the rules how to resolve them are clearly laid out on that card. You know what Fireball or Tide of Iron of Blinding Barrage does. You can rely on that. And players seem to prefer reliability about "hoping" that the DM uses the stunt rules in a favorable manner. </p><p></p><p>Telling the players the power options granted by terrain in a similar explicit manner will probably help. Though there is still the problem that they first have to understand the new tactical option and how to use them best. You know you have Tide of Iron or Fireball and have some idea when to use them based on previous experience or on just thinking a while about how to use them when picking them during character creation or advancement.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4918976, member: 710"] A "Do a Stunt" Power Card might be needed to remind players of the option. But I think it's not enough. Powers have the real advantage that the rules how to resolve them are clearly laid out on that card. You know what Fireball or Tide of Iron of Blinding Barrage does. You can rely on that. And players seem to prefer reliability about "hoping" that the DM uses the stunt rules in a favorable manner. Telling the players the power options granted by terrain in a similar explicit manner will probably help. Though there is still the problem that they first have to understand the new tactical option and how to use them best. You know you have Tide of Iron or Fireball and have some idea when to use them based on previous experience or on just thinking a while about how to use them when picking them during character creation or advancement. [/QUOTE]
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