ImperialParadox
First Post
I was reading some of the threads dealing with players relying on the repetition of at-will powers once their encounter and daily resources are spent. Some posters were pointing out that it is still up to the player to be creative and think outside of the box - that a player should not limit himself to what's on his sheet and to feel free to try things like kicking over tables, etc, etc.
That gave me a thought: Environmental Powers
Ok, so maybe not the best of names but let me explain what I mean. Suppose every encounter area had a section detailing special 'powers' which could be used depending on what is at hand. For example maybe if their is a table in the room there is a note that it can be kicked over as a move action to provide a cover AC bonus to players adjacent to it. Or maybe The stew cooking over the fireplace can be 'activated' with a move action to tump over and spill, sending scalding water out as a line attack for 1d6 damage to anyone it hits with a +2 attack versus Reflex attack. Or perhaps there are hoist ropes in a corner of the room which can be cut as an attack (standard?) action to send a chandelier crashing down, inflicting damage to those in the area of effect.
Now of course most of these ideas can be handled by simple DM adjucation, but it might be worth noting more complicated or less obvious Environmental Powers in the encounter description.
I have a feeling some of this will be covered by traps, and wouldn't be surprised if the designers are already ahead of me on this, but it's a thought.
That gave me a thought: Environmental Powers
Ok, so maybe not the best of names but let me explain what I mean. Suppose every encounter area had a section detailing special 'powers' which could be used depending on what is at hand. For example maybe if their is a table in the room there is a note that it can be kicked over as a move action to provide a cover AC bonus to players adjacent to it. Or maybe The stew cooking over the fireplace can be 'activated' with a move action to tump over and spill, sending scalding water out as a line attack for 1d6 damage to anyone it hits with a +2 attack versus Reflex attack. Or perhaps there are hoist ropes in a corner of the room which can be cut as an attack (standard?) action to send a chandelier crashing down, inflicting damage to those in the area of effect.
Now of course most of these ideas can be handled by simple DM adjucation, but it might be worth noting more complicated or less obvious Environmental Powers in the encounter description.
I have a feeling some of this will be covered by traps, and wouldn't be surprised if the designers are already ahead of me on this, but it's a thought.