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General Tabletop Discussion
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How do you handle 'special' actions in your game?
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<blockquote data-quote="Meridius" data-source="post: 5066503" data-attributes="member: 84798"><p>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). </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>How do you guys handle those actions in your games?</p><p></p><p>Edit: By the way, I'm using D&D 3.5e for rules. I forgot to mention earlier.</p></blockquote><p></p>
[QUOTE="Meridius, post: 5066503, member: 84798"] 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. [/QUOTE]
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How do you handle 'special' actions in your game?
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