The Power to Do Anything!

Yep. If the GM only thinks in terms of the powers and their stats, then there is only the box. Both the player and GM need to be open to other possibilities for the card (or the idea it represents) to be useful.

One of the big advantages of 4e is that it has a few explicit elements that encourage people to think outside the box, despite the tendency for players to think in terms on only their powers as options.

I am thinking specifically of Acrobatic Stunt. I love that mechanic, and I think it doesn't get played on enough (at least in my gaming group). There are others as well, but that one came to mind first.

C.I.D.
 

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If you're looking for a flashier name, how about "Break the Box" or "Escape the Box". I know they sound like some kind of Mime move...but they are a little flashier.
 


How about "Epiphany" or "Momentary Divinity" ("Moment of Divine Inspiration" seemed too long)?

For their turn they get temporary narrative control...they get to be DM, in essence, for that snapshot of time.

The regular DM could/would hold "veto"/approval power, but if you want your players to get creative, then it would seem allowing some latitude would be what you want.

But they can only narrate their own character(s) actions and the results of those actions for that round. (so, no "A volcano bursts from the ground beneath our enemies, roasting them all to blackened husks." or some such.)

I would think turning over the reigns for that singular moment would spark SOME kind of creative thinking/problem solving.

It would, of course, require some maturity and an understanding between the DM and players that it is FOR creativity/"thinking outside the box" use. Things like "In a dazzling whirlwind of bladed fury, I slay them all." isn't really legitimate. But, really, I suppose it could be (as could the volcano example above) if the DM wants to allow it.

Might also provide a fun/interesting challenge for the DM, to have to incorporate what the players come up with...Where did that volcano come from? Why did it fortuitously erupt just then?...Investigation and hilarity ensue.

Obviously...in 4e vernacular, I would give each character one or, peraps better, give ONE for the entire party to induce collective thinking/teamwork for the use of the card. Either way make it/them usable, strictly, only "Once per game session."

Personally, I'd never give this to a gaming group of mine. hahaha. BUT, I don't play 4e. If you are looking to break/shake up how your players think in game, why not give them a piece of the game to think up themselves.

Just an idea.
--Steel Dragons
 


Went with these options yesterday and going to try them again this afternoon:

Above and Beyond: for excellent teamwork and collaboration
Cast No Shadow: for outstanding stealth or subterfuge
Face Off: for exceptional characterisation and roleplaying
Grace Under Pressure: for a cool head in a crisis
Takedown: for novel or clinical combat solutions
Thought Ninja: for creative solutions to challenges, puzzles, tricks or traps
 


Is anyone else troubled that some gamers need to be reminded of this fact?
In my 4e experience, even the best players sometimes rely on their powers instead of trying something completely unorthodox. I have all my players make a card just like this as a result, and it works wonderfully.

We call it "do something cool;" "do something awesome" or "never tell me the odds" would work just as well.
 

I'll add my voice to advocating this idea.

Our group does this. We call the card 'Hacer Algo que Mola', which is a direct translation of 'Do Something Cool'.

I make it an encounter power. Players can use it either to do something cool that relates to the current situation or terrain. Or they can alter their powers in a way that makes sense.

It isn't usually something that works automatically. The situation has to be resolved by a relevant attack roll or skill check (or sometimes a combination of the two), but even when it fails, it never completely fails. I still give a lesser benefit for the attempted action.

It's working really well for our group. I would never go back to not having this be a feature in the game. Also, having it be an encounter power means that the players that would try 'out-of-the-box' stuff all the time have to restrain themselves a bit. Which is important so they don't hog the limelight from the other players who don't try this kind of thing very often. In combat it would slow the game down quite a lot if players were stunting all the time, mainly because I need some time to decide how to best resolve the players desired action. At least those are my reasons for preferring making this an encounter power.
 

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