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Help in reducing the wargaming aspect of DnD
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<blockquote data-quote="Zoatebix" data-source="post: 1838450" data-attributes="member: 11401"><p>Are you looking for more flavorful combats? Would it make sense (at least as far as your DMing style goes) for Style (meaning cool, descriptive actions in combat) to sometimes win out over Substance (meaning strict tactical play)?</p><p></p><p>If you're not adverse to a 7 dollar pdf solution (or waiting 'til the print version comes out), Mike Mearls' <em>Book of Iron Might[/] from Malhavoc Press has a significant amount of material dedicated making combat more of a role-playing experience while staying within the spirit, if not the letter, of the core d20 rules. The book provides many new mechanics for expanding the range of actions that can be taken in combat, and it discusses the implementation and repurcussions of these mechanics in great detail, all while keeping in mind the wide variety of playing styles out there.</em></p><p><em></em></p><p><em>Other than that - I'd just say don't be afraid to let the players or the npcs break out of the battle-grid mindset every once in a while - let them try risky, fancy, descriptive, and fun things, and reward their characters for success. It seems like you're already well on your way to reigning in the one problem player, which would be my only other suggestion.</em></p><p><em>-George</em></p><p><em></em></p><p><em>PS - Or... yeah, you know. What Crothian said.</em></p></blockquote><p></p>
[QUOTE="Zoatebix, post: 1838450, member: 11401"] Are you looking for more flavorful combats? Would it make sense (at least as far as your DMing style goes) for Style (meaning cool, descriptive actions in combat) to sometimes win out over Substance (meaning strict tactical play)? If you're not adverse to a 7 dollar pdf solution (or waiting 'til the print version comes out), Mike Mearls' [i]Book of Iron Might[/] from Malhavoc Press has a significant amount of material dedicated making combat more of a role-playing experience while staying within the spirit, if not the letter, of the core d20 rules. The book provides many new mechanics for expanding the range of actions that can be taken in combat, and it discusses the implementation and repurcussions of these mechanics in great detail, all while keeping in mind the wide variety of playing styles out there. Other than that - I'd just say don't be afraid to let the players or the npcs break out of the battle-grid mindset every once in a while - let them try risky, fancy, descriptive, and fun things, and reward their characters for success. It seems like you're already well on your way to reigning in the one problem player, which would be my only other suggestion. -George PS - Or... yeah, you know. What Crothian said.[/i] [/QUOTE]
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