Do Something Cool


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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.
 

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.
 

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.

The other issue that I think is really important to avoid is multiple rolls. Rolling twice basically doubles the chance of rolling a 1, or failing in general. It also shouldn't have worse consequences than missing with an at-will.
 

The best way to handle multi-roll is to say take the highest. That ensures that, outside of the pants-crappingly bad luck of two 1's, you should get a fairly decent chance of success on one of the rolls.

On my part, I agree with much of the above, do something cool shouldn't have a static effect, because then it's a mechanic, and not "cool". I try to avoid mechanics on those things, and adjucate to the benefit of the player.
 

Nifty Nifft! That's the missing link for my house rules. Multiple tiers of cool.

I was planning to discreetly reduce monster defenses (and increase their attack bonus) to make combats go by faster, but now I might just say directly to the players that a description of their attack will grant a +2 bonus.

Using the environment would probably provide a half-level damage bonus or a free minor condition.

And, I dunno, maybe a third tier? If you do something that could only happen once, like collapsing a building on someone, or snapping your blade off in an enemy, maybe an autocrit on a hit?
 

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.


Btw, that suggestion above of tying specifically to the situation at hand, via interaction with the environment a la Exalted is an awesome idea.
 
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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.
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.

When I try to translate that into 4e terms, though, it sounds a bit too much like a Skill Challenge.

Cheers, -- N
 

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.

Exactly. I made the same mistake when I first started DM'ing 4e--I'd require a skill roll plus an attack roll, and I offered piddly benefits, like an effect with no damage, for doing so. My players quickly stopped trying. For my new campaign (which starts tomorrow, woot) I'm modeling stunting on existing at-wills and encounter powers: there's only one attack roll, and the only penalty for failure is missing.

For the effect, I've decided not to use p.42, because it only describe damage. The big bonus for stunting for my players will be the ability to impose arbitrary effects.

Mechanically, an at-will stunt will do basic attack damage plus a minor effect. Using the "Do Something Awesome" encounter power means double damage plus a minor effect like prone, or normal damage plus a major effect like restrained, or no damage with a debilitating effect like dazed.

I'm going to keep up with my players' encounter powers and make sure the effects and damage stay in line with what their normal powers do.
 

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.
That sounds neato, definitely worth looking into. But what's "ISTR"?
 

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