The biggest thing for me is that "something cool" needs to be adjudicated in such a way that it is not worse than doing something boring. Our group had "do something cool" quickly drummed out of us early in 4e when we'd try something, be faced with high rolls and huge penalties to failure.
For instance: I want to use acrobatics to roll over the crate the enemy is using for cover, so I can attack him without the penalty to cover. The DM said the DC was high enough I had about a 40% chance of success, but if I failed I'd fall prone and would lose my standard action for the turn. At that point, it's a lot more sense to sit and just keep slogging with the cover penalty.
We've since been working on trying to regain a bit of "do something cool" but it took us a year to lose the bad taste from the initial failures. It's probably safer to start out allowing a lot, and then gradually ramp back if there are problems, than it is to start out very strict, because it's too easy to train players the only safe things to do are the things listed on their sheet.
I can't stress my agreement with this guy enough. My first attempt at 4E had critical failures to attacks such that my guy would end up attacking himself or other PCs if I rolled a 1. By our 5th session I was soured on attacking at all.
As long as we're stealing candy... ISTR a very cool chase scene mechanic in which the parties involved in the chase bid on DCs for each round's maneuvers. Thus you want to pick stuff that's hard -- barely doable for you -- and not doable at all by your opposition.I like the notion of making the player come up with the stunt, as well as the penalty(s) for failure. Then the DM throws out a target (DC or whatever mechanic the system uses) that reflects the cost/benefit ratio of the two, and the player can decide if he wants to do that. Imho, a little bit of (formalized) "haggling" between DM and player could take some of the strain off the DM, and vest the player a little more heavily in the campaign.
The biggest thing for me is that "something cool" needs to be adjudicated in such a way that it is not worse than doing something boring. Our group had "do something cool" quickly drummed out of us early in 4e when we'd try something, be faced with high rolls and huge penalties to failure.
That sounds neato, definitely worth looking into. But what's "ISTR"?As long as we're stealing candy... ISTR a very cool chase scene mechanic in which the parties involved in the chase bid on DCs for each round's maneuvers. Thus you want to pick stuff that's hard -- barely doable for you -- and not doable at all by your opposition.