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The D&D Experience (or, All Roads lead to Rome)
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<blockquote data-quote="pemerton" data-source="post: 5473355" data-attributes="member: 42582"><p>I don't mind your "jump card" example at all. It boils things down nicely. But I don't see why you say it would have to be half-baked.</p><p></p><p>I mean, maybe it will be half-baked because no one at the table has the energy or enthusiasm. When the polearm fighter in my game uses Come and Get It I'm generally able to say something about deft halberd work and then move on with things - there's no greater need to dwell on it than on what goes on when the archer-ranger shoots four arrows in 6 seconds (Twin Strike + action point + Twin Strike). Of course, sometimes it comes up - perhaps there's a 10' pit between the fighter and one of the targets of Come and Get It, in which case deft footwork on it's own mightn't do the job. Sometimes something more elaborate is canvassed, sometimes we fudge it a bit and move on.</p><p></p><p>But when resolving a skill challenge, for example, where each new skill check requires the player to understand the evolving situation with which s/he is engaging, then being clear about what is happening in the fictional situation is pretty important. And as GM I try pretty hard to make it clear and evocative. I don't think I'm superlative by any means, but I think it's often at least a little more than half-baked.</p><p></p><p>As to the Jump card - maybe one time the player describes a gust of wind. Another time powerful muscles. Another time nature spirits help carry the PC over the gap (a la BMX Bandit and the summoned angels). There's stuff here for the GM to hang complications on - especially if the player is somewhat consistent in how s/he narrates what is going on. I don't see this as half-baked at all - to me it looks like playing an RPG!</p></blockquote><p></p>
[QUOTE="pemerton, post: 5473355, member: 42582"] I don't mind your "jump card" example at all. It boils things down nicely. But I don't see why you say it would have to be half-baked. I mean, maybe it will be half-baked because no one at the table has the energy or enthusiasm. When the polearm fighter in my game uses Come and Get It I'm generally able to say something about deft halberd work and then move on with things - there's no greater need to dwell on it than on what goes on when the archer-ranger shoots four arrows in 6 seconds (Twin Strike + action point + Twin Strike). Of course, sometimes it comes up - perhaps there's a 10' pit between the fighter and one of the targets of Come and Get It, in which case deft footwork on it's own mightn't do the job. Sometimes something more elaborate is canvassed, sometimes we fudge it a bit and move on. But when resolving a skill challenge, for example, where each new skill check requires the player to understand the evolving situation with which s/he is engaging, then being clear about what is happening in the fictional situation is pretty important. And as GM I try pretty hard to make it clear and evocative. I don't think I'm superlative by any means, but I think it's often at least a little more than half-baked. As to the Jump card - maybe one time the player describes a gust of wind. Another time powerful muscles. Another time nature spirits help carry the PC over the gap (a la BMX Bandit and the summoned angels). There's stuff here for the GM to hang complications on - especially if the player is somewhat consistent in how s/he narrates what is going on. I don't see this as half-baked at all - to me it looks like playing an RPG! [/QUOTE]
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