Hear, hear! It's D+D, not chess.Herobizkit said:A second way to go, and much more difficult, is to make combat less "tactical" and more free-form. Back in the 2e days, we didn't have squares, or 5' steps, or whatever. The DM said you could swing at 'em, or not, or 5 of the 8 orcs were in the radius of your fireball and we were happy with it.More cinematic fights could lead to more involement with the PC's...
I can't say I've ever been a fan of this sort of thing. A far better reward is just to have the cool stuff work once in a while!...and if you gave Fate Points or whatever for players who tried or wanted to try fancy stuff, they might enjoy combat a lot more.
Table R-04: Conviction
Action Cost
Roll an extra d20 (if you declare before the roll) 1
Roll an extra d20 (if you declare after the roll) 2
Take an extra move-equivalent action on your turn** 1
Take an extra standard action on your turn** 2
Gain an extra use of another X/day ability, including spells 2
pawsplay said:Bust out the DDM minis and stomp them until they learn some basic tactics.
rycanada said:What if his players don't want to learn tactics?
PapersAndPaychecks said:Then the group should play something that isn't tactical.