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I swing my sword
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<blockquote data-quote="Barastrondo" data-source="post: 5501621" data-attributes="member: 3820"><p>I actually think that a lot of the inspiration to try things other than "I swing my sword" comes from the context of any given fight. For example, one of my most successful recent battles came from setting up a situation in which there was an interesting enemy leader-type in an interesting position (atop an immense dragon-turtle golem that was pinned under the rubble of a building), and there were a couple of interesting approaches to his position (such as a crumbled thin bridge that led to a five-foot gap between a nearby building and the rubble pinning the golem). The players immediately focused on fighting their way to that bridge and making that jump, because <em>it was there</em>. </p><p></p><p>Set a fight in an old sawmill with the blade still running? Players will try to hurl enemies into the blade. Put a big smoking brazier of glowing coals in a torture chamber? Players will try to kick it over onto someone, or hurl coals in an enemy's face. And if they don't immediately think of it, they will the first time the enemy gives it a try.</p><p></p><p>Rules can absolutely influence "I swing my sword"itis. The more reliable things like forced movement are, the more players will try them. But I think it's also helpful to consider just how many encounters players have in bare stone rooms, large caverns with no distinct features, wide-open courtyards or rolling plains. Kickass environmental design will do wonders for putting that crafty glint in your players' eyes.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5501621, member: 3820"] I actually think that a lot of the inspiration to try things other than "I swing my sword" comes from the context of any given fight. For example, one of my most successful recent battles came from setting up a situation in which there was an interesting enemy leader-type in an interesting position (atop an immense dragon-turtle golem that was pinned under the rubble of a building), and there were a couple of interesting approaches to his position (such as a crumbled thin bridge that led to a five-foot gap between a nearby building and the rubble pinning the golem). The players immediately focused on fighting their way to that bridge and making that jump, because [I]it was there[/I]. Set a fight in an old sawmill with the blade still running? Players will try to hurl enemies into the blade. Put a big smoking brazier of glowing coals in a torture chamber? Players will try to kick it over onto someone, or hurl coals in an enemy's face. And if they don't immediately think of it, they will the first time the enemy gives it a try. Rules can absolutely influence "I swing my sword"itis. The more reliable things like forced movement are, the more players will try them. But I think it's also helpful to consider just how many encounters players have in bare stone rooms, large caverns with no distinct features, wide-open courtyards or rolling plains. Kickass environmental design will do wonders for putting that crafty glint in your players' eyes. [/QUOTE]
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