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<blockquote data-quote="Rel" data-source="post: 4754285" data-attributes="member: 99"><p>Kudos!</p><p></p><p>I wanted to encourage similar behavior but I also wanted to avoid the game devolving into a constant series of stunts outside the rules that I had to adjudicate (othewise why have the system at all?). My solution was to tie it into the Action Point rules because that is the mechanic in most rulesets that is "a rule that lets you break the rules".</p><p></p><p>So I let the players spend an Action Point + Healing Surge to "do something that fits the concept of your character but isn't one of your existing powers".</p><p></p><p>This is, hands down, the best house rule I've added to my game. It has produced fun and excitement in every single session. It's almost tempting to allow more of it but I really feel that part of what makes these things so cool is that they are relatively rare.</p><p></p><p>Just last night the PC's were aboard an airship and the captain and crew got pulled overboard onto a rocky ledge by Harpies. The Nature Cleric dashed over to the ship's wheel whereupon she realized that she had no idea at all how to fly the thing. Instead she asked, "Can I just use the power of nature to cause the wind to blow the ship where I want it to go?"</p><p></p><p>Well of course you can! That's fantastic!</p></blockquote><p></p>
[QUOTE="Rel, post: 4754285, member: 99"] Kudos! I wanted to encourage similar behavior but I also wanted to avoid the game devolving into a constant series of stunts outside the rules that I had to adjudicate (othewise why have the system at all?). My solution was to tie it into the Action Point rules because that is the mechanic in most rulesets that is "a rule that lets you break the rules". So I let the players spend an Action Point + Healing Surge to "do something that fits the concept of your character but isn't one of your existing powers". This is, hands down, the best house rule I've added to my game. It has produced fun and excitement in every single session. It's almost tempting to allow more of it but I really feel that part of what makes these things so cool is that they are relatively rare. Just last night the PC's were aboard an airship and the captain and crew got pulled overboard onto a rocky ledge by Harpies. The Nature Cleric dashed over to the ship's wheel whereupon she realized that she had no idea at all how to fly the thing. Instead she asked, "Can I just use the power of nature to cause the wind to blow the ship where I want it to go?" Well of course you can! That's fantastic! [/QUOTE]
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