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<blockquote data-quote="Garthanos" data-source="post: 4946376" data-attributes="member: 82504"><p>My players are describing there spinning sweeps already different ways..</p><p></p><p>The Prone effect of say a sweeping strike can be forced to kneeling to recover a weapon you made them bobble by a halflings lucky hit that jarred a nerve in the limb holding it</p><p>OR </p><p>same halfling diving frantically back and forth beneath a bigger enemies legs and the enemy tripping on the heros weapon.</p><p> OR</p><p>The human fighter usually describes as sweeping there enemies legs out from under them and stabbing them as they hit the ground.</p><p></p><p>The halflings player is having a bad day if he describes it the same way twice... he didnt think it made sense for such a little guy to accomplish the effect the same way that human does.. and the players handbook telling him to visualize it how he wants ... was perfect.</p><p></p><p>So yeah even when no special circumstances ( like an enemy without legs ) they already "get" that status effects are not hard wired to meanig one "thing."</p><p></p><p>The details of the status effects are situationally describable they are a part of your powers... <a href="http://www.dyasdesigns.com/roleplay/reskinningthefighter.html" target="_blank">Dynamic visualization</a>....is sometimes well for me ... not just optional and that introduces a challenge if your players are not used to it? it can introduces a challenge they aren't comfortable with </p><p></p><p>And for me the kicker is the game has not put enough effort in to showing how this can be done, ie other games where skinning the visualization (aka narrational freedom) is common they tend to show it in every sample character -- and for every power that gets designed.</p><p></p><p>If they had power design guidelines a bunch of examples of how the status/states mean something different would be way more obvious.</p><p></p><p>I considered having inspiriation several differing descriptions of all the at-wills written on the back of power cards but have been lax about recording them.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 4946376, member: 82504"] My players are describing there spinning sweeps already different ways.. The Prone effect of say a sweeping strike can be forced to kneeling to recover a weapon you made them bobble by a halflings lucky hit that jarred a nerve in the limb holding it OR same halfling diving frantically back and forth beneath a bigger enemies legs and the enemy tripping on the heros weapon. OR The human fighter usually describes as sweeping there enemies legs out from under them and stabbing them as they hit the ground. The halflings player is having a bad day if he describes it the same way twice... he didnt think it made sense for such a little guy to accomplish the effect the same way that human does.. and the players handbook telling him to visualize it how he wants ... was perfect. So yeah even when no special circumstances ( like an enemy without legs ) they already "get" that status effects are not hard wired to meanig one "thing." The details of the status effects are situationally describable they are a part of your powers... [URL="http://www.dyasdesigns.com/roleplay/reskinningthefighter.html"]Dynamic visualization[/URL]....is sometimes well for me ... not just optional and that introduces a challenge if your players are not used to it? it can introduces a challenge they aren't comfortable with And for me the kicker is the game has not put enough effort in to showing how this can be done, ie other games where skinning the visualization (aka narrational freedom) is common they tend to show it in every sample character -- and for every power that gets designed. If they had power design guidelines a bunch of examples of how the status/states mean something different would be way more obvious. I considered having inspiriation several differing descriptions of all the at-wills written on the back of power cards but have been lax about recording them. [/QUOTE]
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