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<blockquote data-quote="Tales and Chronicles" data-source="post: 7912734" data-attributes="member: 6871653"><p>Ideally you dont just say: I block with my shield. As with the normal playloop for other actions (intent-mean-resolution), you describe your intent after hearing the description of the incoming attack by the DM, then you specify the mean. Ex:</p><p>DM: ''the duelist barely move in front of you. You can see his eyes quickly shifting as if waiting for the perfect opening to deliver is graceful but fatal attack''.</p><p>You:</p><p>a) I raise my shield, trying to find the exact moment of its attack before I deviate its blow. (Dm ask for an Int save)</p><p>b) I raise my shield from my left side to my right, moving quickly to avoid letting one side exposed for too long. (DM ask for a Dex save)</p><p>c) I raise my shield, rushing toward the duelist to push its frail weapon aside before he gets to move. (DM ask for an Str check)</p><p>d) I raise my shield, knowing that his next attack is going to be nasty. I brace myself. (Dm calls for a Con save)</p><p></p><p> etc. </p><p></p><p>Its more of a communication between Dm and playes about the co-created narrative. With this system, you dont need to be afraid to have a players playing to its strength by trying to use its best stats; after a hit, the Dm my introduce a narrative complication with the damage that prevent the players from using its favored stat for a turn or two. </p><p></p><p>Ex. The duelist make a low blow with his daggers, the players falls on one knee, he cant use his dex to move gracefully out of the way for the next attack.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7912734, member: 6871653"] Ideally you dont just say: I block with my shield. As with the normal playloop for other actions (intent-mean-resolution), you describe your intent after hearing the description of the incoming attack by the DM, then you specify the mean. Ex: DM: ''the duelist barely move in front of you. You can see his eyes quickly shifting as if waiting for the perfect opening to deliver is graceful but fatal attack''. You: a) I raise my shield, trying to find the exact moment of its attack before I deviate its blow. (Dm ask for an Int save) b) I raise my shield from my left side to my right, moving quickly to avoid letting one side exposed for too long. (DM ask for a Dex save) c) I raise my shield, rushing toward the duelist to push its frail weapon aside before he gets to move. (DM ask for an Str check) d) I raise my shield, knowing that his next attack is going to be nasty. I brace myself. (Dm calls for a Con save) etc. Its more of a communication between Dm and playes about the co-created narrative. With this system, you dont need to be afraid to have a players playing to its strength by trying to use its best stats; after a hit, the Dm my introduce a narrative complication with the damage that prevent the players from using its favored stat for a turn or two. Ex. The duelist make a low blow with his daggers, the players falls on one knee, he cant use his dex to move gracefully out of the way for the next attack. [/QUOTE]
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