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<blockquote data-quote="Inconsequenti-AL" data-source="post: 2165805" data-attributes="member: 6584"><p>Depends really... I've had some similar problems in the past, but nothing quite as bad as yours by the sound of it. Some of them don't particularly like using lots of combat moves, but they tend not to play fighter types. Nobody likes grappling much - they consider it too time consuming, too lethal* and not much fun. </p><p><span style="font-size: 9px">(* = hangover from 3.0 ed where I made some bad and rather embarrasing DM calls. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> )</span></p><p></p><p>I found printing out the combat actions onto cards helped a lot with my group. Passed them around the players... They could read them while waiting for their turn and didn't have to hack through a rulebook to find them. Increased use a lot. Firey Dragon do something called the Battlebox - with all that stuff in. Been meaning to pick one up for a while - just because it'll look prettier than my printouts. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Put in situations where some tactics are really useful. IME, different environments normally bring out the best in the players. Put stuff that makes bullrushes look sensible - large drops, giant spinning cogs and the like. Annoying guy with a whip might encourage a disarm or sunder. And so on.</p><p></p><p>Or...</p><p></p><p>Put away the battlemap. Run descriptive, less tactical combat. Possibly use a loose sketch map. Give benefit of the doubt on attacks of opportunity, spell areas and so on. I find it really good fun running stuff like that sometimes, but tastes do vary.</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 2165805, member: 6584"] Depends really... I've had some similar problems in the past, but nothing quite as bad as yours by the sound of it. Some of them don't particularly like using lots of combat moves, but they tend not to play fighter types. Nobody likes grappling much - they consider it too time consuming, too lethal* and not much fun. [SIZE=1](* = hangover from 3.0 ed where I made some bad and rather embarrasing DM calls. :o )[/SIZE] I found printing out the combat actions onto cards helped a lot with my group. Passed them around the players... They could read them while waiting for their turn and didn't have to hack through a rulebook to find them. Increased use a lot. Firey Dragon do something called the Battlebox - with all that stuff in. Been meaning to pick one up for a while - just because it'll look prettier than my printouts. :) Put in situations where some tactics are really useful. IME, different environments normally bring out the best in the players. Put stuff that makes bullrushes look sensible - large drops, giant spinning cogs and the like. Annoying guy with a whip might encourage a disarm or sunder. And so on. Or... Put away the battlemap. Run descriptive, less tactical combat. Possibly use a loose sketch map. Give benefit of the doubt on attacks of opportunity, spell areas and so on. I find it really good fun running stuff like that sometimes, but tastes do vary. [/QUOTE]
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