malraux
First Post
I would like some help with the implementation of an improvisation/stunting rule. I've have found that once players get locked into the power structure, it's really hard to break out of it and do something not on a card. Instead of fighting that, I'd rather put something on a card that is up in the air a bit.
Do Something Awesome Encounter Power
Standard And/or Move
Attack: Attack/Ability Check/Skill Check Vs Something
Hit: Damage from page 42 + status effect
Special: On a miss, you can use a healing surge to convert the miss into a hit. You may also use an Action Point to significantly up the damage (even if you have already spent an AP in this combat).
To use this power, you must describe what you are doing, and it must be reasonably unique.
Is this a reasonable power? It might be a little unbalanced, but that works for me to give players an incentive to use it. For context, I'll be starting the Revenge of the Giants adventure soon, so the players are low Paragon now.
Do Something Awesome Encounter Power
Standard And/or Move
Attack: Attack/Ability Check/Skill Check Vs Something
Hit: Damage from page 42 + status effect
Special: On a miss, you can use a healing surge to convert the miss into a hit. You may also use an Action Point to significantly up the damage (even if you have already spent an AP in this combat).
To use this power, you must describe what you are doing, and it must be reasonably unique.
Is this a reasonable power? It might be a little unbalanced, but that works for me to give players an incentive to use it. For context, I'll be starting the Revenge of the Giants adventure soon, so the players are low Paragon now.