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Old School : Tucker's Kobolds and Trained Jellies
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<blockquote data-quote="Mattachine" data-source="post: 5843372" data-attributes="member: 6678226"><p>Defined abilities, chosen by a player for his character, where there is an opportunity cost (choose this, but not that), should be examples of the optimal way to perform some stunt. Having a codified action provides a great guideline. So, if an 11th level rogue has a "disarm opponent and shift power", and a fighter has a 13th level "disarm opponent and do damage" power, then you have a guideline for another PC attempting a disarm (no shift, no damage).</p><p></p><p>Without such guidelines, there is the strangeness of a stunt being too good. I once ran a game where the thief player (AD&D) resorted to carrying around bags of sand to throw in the eyes of enemies, because I had ruled it could blind for one round. After a few sessions of such ridiculousness, I rescinded the ruling.</p></blockquote><p></p>
[QUOTE="Mattachine, post: 5843372, member: 6678226"] Defined abilities, chosen by a player for his character, where there is an opportunity cost (choose this, but not that), should be examples of the optimal way to perform some stunt. Having a codified action provides a great guideline. So, if an 11th level rogue has a "disarm opponent and shift power", and a fighter has a 13th level "disarm opponent and do damage" power, then you have a guideline for another PC attempting a disarm (no shift, no damage). Without such guidelines, there is the strangeness of a stunt being too good. I once ran a game where the thief player (AD&D) resorted to carrying around bags of sand to throw in the eyes of enemies, because I had ruled it could blind for one round. After a few sessions of such ridiculousness, I rescinded the ruling. [/QUOTE]
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