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General Tabletop Discussion
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How do you get your players to creatively describe their combat actions?
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<blockquote data-quote="Quickleaf" data-source="post: 5605483" data-attributes="member: 20323"><p>Have they always been like that, or is it a change that came with adopting 4e? And is this lack of creativity and inspiration endemic to other parts of the game besides combat?</p><p></p><p>One trick that helped with the group I DMed was to add terrain powers with cool effects or other creative elements I'd prepped for my fights. It took some leading description to get them to realize it, but when they had that first moment of manipulating a magic fog to their advantage they rest of the players went "woah, that's cool!"</p><p></p><p>Unfortunately, the group would slip into power card reading as the evening wore on and they tired. Or simply to speed up combat.</p><p></p><p></p><p>On a related note, I've been thinking about the way most groups seem to run this sort of thing. A player gives a really cool description and if their actions succeeds great! But if it fails, the player feels like the description was not worth it, and their next round they are much less creative. Now, not every player is like that, but it's definitely a phenomenon I saw at my table. As DM, I tried to counteract this by having well-described attacks have some additional effect hit or miss. But maybe we've been doing it backwards - should the dice be rolled first then the action narrated? I dunno. Food for thought.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5605483, member: 20323"] Have they always been like that, or is it a change that came with adopting 4e? And is this lack of creativity and inspiration endemic to other parts of the game besides combat? One trick that helped with the group I DMed was to add terrain powers with cool effects or other creative elements I'd prepped for my fights. It took some leading description to get them to realize it, but when they had that first moment of manipulating a magic fog to their advantage they rest of the players went "woah, that's cool!" Unfortunately, the group would slip into power card reading as the evening wore on and they tired. Or simply to speed up combat. On a related note, I've been thinking about the way most groups seem to run this sort of thing. A player gives a really cool description and if their actions succeeds great! But if it fails, the player feels like the description was not worth it, and their next round they are much less creative. Now, not every player is like that, but it's definitely a phenomenon I saw at my table. As DM, I tried to counteract this by having well-described attacks have some additional effect hit or miss. But maybe we've been doing it backwards - should the dice be rolled first then the action narrated? I dunno. Food for thought. [/QUOTE]
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