How do you handle 'special' actions in your game?

Meridius

First Post
I was thinking about how to spice up combat a bit. Now it is too much of: "I attack X for X and deal X damage". With me describing how badly wounded the target now is (loosely translated example: "You hit the Goblin, he staggers, and a lot of blood flows out of the large wound you've just created." for a Goblin who's reduced to about 2 HP).

But it isn't dramatic. My players keep clobbering their targets until they fall, or until the sorcerer toasts them with fireballs (either of which is usually sooner rather than later). I haven't had a very exciting battle in quite a while.

I've been thinking about encouraging the taking of special actions. You know, something like Legolas did to that poor Mumakil in the LotR movies. But slightly more controlled.

I want players to think "Hey, what if I jump on this troll's back, and drive my sword into the back of his neck?". But I also want to keep it under control. I want them to consider crazy ideas, but not go overboard with it, or always apply their tricks.

My goal is to provide players (and me) with an enjoyable game. But for players there's ingame wealth (which is nice), experience (which is also nice), fumbles (which is not so nice), criticals (which is VERY nice) and so on... It's the 'kickass' and 'awesome' actions that are lacking in my game. You know, the things players keep bragging about for months.

How do you guys handle those actions in your games?

Edit: By the way, I'm using D&D 3.5e for rules. I forgot to mention earlier.
 
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What game system are you using?

If you download RCFG (link in my sig), you might be able to use the stunt system therein for your game of choice. Start by examing page 115.

Good luck!


RC
 


Well, I run 4e, but I've attached what I'm about to try out. Though not listed, the other requirement to use that power is that you must describe what you're doing and you can't do the same thing over and over. I'm not sure how to convert the idea into 3e.
 

Attachments


I give out 2 action points per player per game. With them, they can reroll dice (boring), add to dice rolls (also boring), emulate feats (little more interesting), or pull off a thematically appropriate stunt (in combat or out of combat). This gives players more narrative control of the game at moments that are important to them. And I don't have to figure out detailed rules, worry about whether the actions are balanced, or if they set bad precedent.

Things they've been used to: Throw a grappled bone devil straight up into an Evards Tentacles (it had been cast on the ceiling); allow an immediate reaction to throw a pesky dive-bombing wyvern to the ground; allow a rogue to run up the back of a dragon, stab it in the head, and leap off its snout; impersonate a general via a Sending spell to redirect a portion of a beseiging army; force a scrying mage to appear and attack after a Knight called him out (granted, that actually didn't turn out well for the players ... but that's what the Knight wanted to do!).

I had wanted to set up a system similar to FATE points, but opted for this simpler approach instead.
 

For doing exactly as you describe (and more, most likely!) when using D&D 3.5, I would recommend the Book of Iron Might, from Malhavoc Press. It's just perfect, for that. Out of print for a while, I imagine, but there should be copies available, print and PDF, here and there.

One particularly nice aspect is that stunts/manoeuvres are not class-restricted, so anyone can have a go at them.
 

Well, I run 4e, but I've attached what I'm about to try out. Though not listed, the other requirement to use that power is that you must describe what you're doing and you can't do the same thing over and over. I'm not sure how to convert the idea into 3e.

Pretty cool! Looks like it's for higher levels. You have something for lower levels?
 

Pretty cool! Looks like it's for higher levels. You have something for lower levels?

The numbers are from page 42. The dice numbers are from the low limited and high limited columns, but with the static numbers replaced with the relevant ability modifier.
 



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