tuxgeo
Adventurer
My top-down overview of this issue concerns the intent of the gameplay, wherein we want to players to describe what their PCs are doing so the DM can tell them what the results of those actions are.
If we then hard-code the description into the game mechanics without also allowing the players the freedom to alter the descriptions, then the descriptions are always going to be the same each time a specific piece of game mechanics is used; and I think that this isn't the desired effect.
This reminds me of something posted on these boards a couple of years ago in a different thread, as follows:
For this reason, I think it should be possible for the players to know which parts of the game mechanics may be subjected to alteration and which may not; and to that end, some separation of the fluff from the crunch should at least be attempted, as a means of encouraging the players to be more descriptive -- so they don't feel constrained to use only the official description in the book.
If we then hard-code the description into the game mechanics without also allowing the players the freedom to alter the descriptions, then the descriptions are always going to be the same each time a specific piece of game mechanics is used; and I think that this isn't the desired effect.
This reminds me of something posted on these boards a couple of years ago in a different thread, as follows:
One thing I've done for the past ten years or so is give a consistent "Plus One to any d20 roll if you adequately describe what you are doing." I've never required that players do this, but I have regularly prodded them after a close roll with "Do you want to go for the +1 description bonus?"
If the description is particularly entertaining to the group, I've been known to give a +2 or even grant an immediate success. This particularly helps keep the group interested when the rogue is off scouting alone--as he is highly motivated to give elaborate and amusing descriptions so he doesn't trigger any traps, alert the bad guys, make too much noise, etc.
For this reason, I think it should be possible for the players to know which parts of the game mechanics may be subjected to alteration and which may not; and to that end, some separation of the fluff from the crunch should at least be attempted, as a means of encouraging the players to be more descriptive -- so they don't feel constrained to use only the official description in the book.