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Stunting and the Bag of Flour Connundrum
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<blockquote data-quote="tomBitonti" data-source="post: 4838469" data-attributes="member: 13107"><p>I'm finding the idea of at will/encounter/daily as a control over narrative spotlight to resonate strongly. I also like the limitations based on circumstance have a good sense to them. I think a good rule is to match the difficulty of the action or the rareness of circumstance with the power level of the effect. After all, any ability that is powerful and easy to perform should already be in the player's repertoire.</p><p></p><p>I still have difficulty with certain effects that stray outside the boundaries of the game mechanics. For example, any attack to a specific body location seems out of bounds, at least within the skirmish part of the game. Anything much beyond the skirmish mechanics might have to turn into a narrative effect, and would have to be subject to the GM's approval and within the bounds of what the player's and the GM see as fitting their game.</p><p></p><p>I also am seeing that players are not very well coached about thinking in terms of their environment, and what they can do within that environment.</p><p></p><p>Let me modify the example: Not only is there a sack of flour in the kitchen, there is a hot oven and a shelf full of pans and another with knives. A player could try to push a monster onto the oven, or could try to upend either of the shelves on their opponent.</p><p></p><p>The question is, do players ever get that level of detail, or, do they stay within the bounds of the battle grid and the limited terrain that the battle grid presents. (In effect, is their view of the battle grid the same as what you would see if you had an online gaming grid: rather limited.) Players who see a limited amount of detail might never have an opportunity to think of clever tricks or stunts, and, even if the detail is there, they might not think to use it, or the GM might downplay the effects, giving them weak results, which would discourage their use.</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 4838469, member: 13107"] I'm finding the idea of at will/encounter/daily as a control over narrative spotlight to resonate strongly. I also like the limitations based on circumstance have a good sense to them. I think a good rule is to match the difficulty of the action or the rareness of circumstance with the power level of the effect. After all, any ability that is powerful and easy to perform should already be in the player's repertoire. I still have difficulty with certain effects that stray outside the boundaries of the game mechanics. For example, any attack to a specific body location seems out of bounds, at least within the skirmish part of the game. Anything much beyond the skirmish mechanics might have to turn into a narrative effect, and would have to be subject to the GM's approval and within the bounds of what the player's and the GM see as fitting their game. I also am seeing that players are not very well coached about thinking in terms of their environment, and what they can do within that environment. Let me modify the example: Not only is there a sack of flour in the kitchen, there is a hot oven and a shelf full of pans and another with knives. A player could try to push a monster onto the oven, or could try to upend either of the shelves on their opponent. The question is, do players ever get that level of detail, or, do they stay within the bounds of the battle grid and the limited terrain that the battle grid presents. (In effect, is their view of the battle grid the same as what you would see if you had an online gaming grid: rather limited.) Players who see a limited amount of detail might never have an opportunity to think of clever tricks or stunts, and, even if the detail is there, they might not think to use it, or the GM might downplay the effects, giving them weak results, which would discourage their use. [/QUOTE]
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