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<blockquote data-quote="Celebrim" data-source="post: 5067529" data-attributes="member: 4937"><p>I think that this is a very challenging subject.</p><p></p><p>The problem with 'does something cool' is that if it is something that is advantageous and repeatable, then they are going to want to attempt it all the time - and almost by definition, if you do it all the time, it isn't 'something cool'. On the other hand, if you make onerous and excessively risky to attempt something cool, then they'll stick with what they know. </p><p></p><p>There is also a problem in that players tend to assume that what they are allowed to do is what is in the rules, and they tend to limit there propositions (especially after they get a little experience) to just those covered by the rules. It's very easy to become rules blind so that you don't even see propositions that aren't covered by the rules. The more rules you have and the more definitively you outline what a player can do, the more it seems that the rules are comprehensive and if the rules don't cover it, it can't be done. On the other hand, if you go rules light, there is a tendency to think that every proposition is covered by the simple rule - 'I attack' - and the player is never encouraged to think creatively.</p><p></p><p>Personally, I approve of 'action points', but not for the purpose you are trying to achieve. I think action points are great for mitigating the effect of luck. I'm not sure that they do alot to encourage players to attempt 'something cool'.</p><p></p><p>Now, I have seen them do that. In WEG Star Wars, a force point does indeed let you attempt 'something cool', and I've seen them used that way. But, force points are much more powerful in effect that the 'hero points' you are talking about, and because of the differences in the resolution system its hard to imagine how d20 points could be made as powerful without them being used mainly for getting an extra edge while doing something normal and boring.</p><p></p><p>I also worry about mechanics like, "If you do something cool, then you get a bonus from the DM" when that bonus is actually useful, because the player doesn't know what 'something cool' is in that case. I think you are opening yourself up for arguments and hurt feelings when someone thinks that they deserve rewards and don't get them, or when they resent the impression that you are playing favorites.</p><p></p><p>Honestly, I think that 'something cool' usually occurs entirely unplanned in RPG's. I think that that is part of what makes 'something cool' so cool. If you wanted to entice players into doing something cool, I think you have to do what storytellers in novels do - include the something cool in the scene for the heroes to do. That's hard, but at least you can take inspiration from novels, cartoons, and movies.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5067529, member: 4937"] I think that this is a very challenging subject. The problem with 'does something cool' is that if it is something that is advantageous and repeatable, then they are going to want to attempt it all the time - and almost by definition, if you do it all the time, it isn't 'something cool'. On the other hand, if you make onerous and excessively risky to attempt something cool, then they'll stick with what they know. There is also a problem in that players tend to assume that what they are allowed to do is what is in the rules, and they tend to limit there propositions (especially after they get a little experience) to just those covered by the rules. It's very easy to become rules blind so that you don't even see propositions that aren't covered by the rules. The more rules you have and the more definitively you outline what a player can do, the more it seems that the rules are comprehensive and if the rules don't cover it, it can't be done. On the other hand, if you go rules light, there is a tendency to think that every proposition is covered by the simple rule - 'I attack' - and the player is never encouraged to think creatively. Personally, I approve of 'action points', but not for the purpose you are trying to achieve. I think action points are great for mitigating the effect of luck. I'm not sure that they do alot to encourage players to attempt 'something cool'. Now, I have seen them do that. In WEG Star Wars, a force point does indeed let you attempt 'something cool', and I've seen them used that way. But, force points are much more powerful in effect that the 'hero points' you are talking about, and because of the differences in the resolution system its hard to imagine how d20 points could be made as powerful without them being used mainly for getting an extra edge while doing something normal and boring. I also worry about mechanics like, "If you do something cool, then you get a bonus from the DM" when that bonus is actually useful, because the player doesn't know what 'something cool' is in that case. I think you are opening yourself up for arguments and hurt feelings when someone thinks that they deserve rewards and don't get them, or when they resent the impression that you are playing favorites. Honestly, I think that 'something cool' usually occurs entirely unplanned in RPG's. I think that that is part of what makes 'something cool' so cool. If you wanted to entice players into doing something cool, I think you have to do what storytellers in novels do - include the something cool in the scene for the heroes to do. That's hard, but at least you can take inspiration from novels, cartoons, and movies. [/QUOTE]
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