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<blockquote data-quote="GX.Sigma" data-source="post: 6161046" data-attributes="member: 6690511"><p>The article says this:To me, that says "doing something you normally do, but with a lame accent." That doesn't sound like something worthy of a weird, socially tricky reward. I, as a DM, don't understand how I'm supposed to use this system. Why would I give players rewards for doing what they normally do? </p><p></p><p>Talking in a funny voice and creatively narrating your character's actions is not what roleplaying is about. It's about making <em>choices</em>. This kind of system only makes sense to me when you reward players for making a choice they wouldn't normally make (as in the Fate system). That system also discourages powergaming, since the only way to benefit is to make sub-optimal choices. <em>This </em>system <em>encourages </em>powergaming, because you're still power-attacking the orc with your +2 greataxe, but you're also giving a 200-page description to fish for 'inspiration' from the DM. I'll pass.</p><p></p><p>Having said that, I'm sure this "core rule" will be little more than a sentence in the DMG: "Consider giving your players a bonus on their roll if they narrate their action creatively." Thus, it seems pretty benign.</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 6161046, member: 6690511"] The article says this:To me, that says "doing something you normally do, but with a lame accent." That doesn't sound like something worthy of a weird, socially tricky reward. I, as a DM, don't understand how I'm supposed to use this system. Why would I give players rewards for doing what they normally do? Talking in a funny voice and creatively narrating your character's actions is not what roleplaying is about. It's about making [I]choices[/I]. This kind of system only makes sense to me when you reward players for making a choice they wouldn't normally make (as in the Fate system). That system also discourages powergaming, since the only way to benefit is to make sub-optimal choices. [I]This [/I]system [I]encourages [/I]powergaming, because you're still power-attacking the orc with your +2 greataxe, but you're also giving a 200-page description to fish for 'inspiration' from the DM. I'll pass. Having said that, I'm sure this "core rule" will be little more than a sentence in the DMG: "Consider giving your players a bonus on their roll if they narrate their action creatively." Thus, it seems pretty benign. [/QUOTE]
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