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No One Plays High Level?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9199371" data-attributes="member: 6790260"><p>Though sometimes, giving such folks a clear, obvious, inarguably good (but maybe not ultra-best) option can fix a lot of that.</p><p></p><p>I had a 4e DM who created a homebrew minor action: "Take Aim." Pick a target; you get +1 (or maybe +2?) on attack rolls against that target during this turn.</p><p></p><p>Short and sweet, easy to use, <em>clearly</em> a good choice in a lot of situations, but almost certainly not the absolute best choice for folks that want to optimize. Folks that just want to do well and don't really grok the gritty details can just hit that every round and never worry about their minor action ever again.</p><p></p><p>Folks that want to squeeze the most out of it? They should take the time to study their character options outside of combat so they don't need to make such extensive evaluations in the heat of battle. If I were in a game with such a player (whether as a fellow player or as DM), I would happily offer to spend a bit of time before/after session (or on some other day) reviewing their options, providing advice on when to do certain kinds of things, strategic combos, etc. If it's hard for them to retain that kind of information long-term, I'd also be happy to help them construct useful notes for themselves (perhaps on a little set of action notecards) so they don't have to flog themselves with a task they struggle with in order to have the kind of fun they're hoping to have.</p><p></p><p>And if <em>none</em> of that actually helps the problem...I think they need to re-evaluate whether their desired gameplay is actually something they're capable of doing.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9199371, member: 6790260"] Though sometimes, giving such folks a clear, obvious, inarguably good (but maybe not ultra-best) option can fix a lot of that. I had a 4e DM who created a homebrew minor action: "Take Aim." Pick a target; you get +1 (or maybe +2?) on attack rolls against that target during this turn. Short and sweet, easy to use, [I]clearly[/I] a good choice in a lot of situations, but almost certainly not the absolute best choice for folks that want to optimize. Folks that just want to do well and don't really grok the gritty details can just hit that every round and never worry about their minor action ever again. Folks that want to squeeze the most out of it? They should take the time to study their character options outside of combat so they don't need to make such extensive evaluations in the heat of battle. If I were in a game with such a player (whether as a fellow player or as DM), I would happily offer to spend a bit of time before/after session (or on some other day) reviewing their options, providing advice on when to do certain kinds of things, strategic combos, etc. If it's hard for them to retain that kind of information long-term, I'd also be happy to help them construct useful notes for themselves (perhaps on a little set of action notecards) so they don't have to flog themselves with a task they struggle with in order to have the kind of fun they're hoping to have. And if [I]none[/I] of that actually helps the problem...I think they need to re-evaluate whether their desired gameplay is actually something they're capable of doing. [/QUOTE]
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