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When your weapons won't beat the enemy?
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<blockquote data-quote="Barastrondo" data-source="post: 4931544" data-attributes="member: 3820"><p>I'm a little leery of these situations in gaming because it's a potential GM trap: it can become an exercise in frustration if the players are trying to find the one correct way to damage the opponent instead of innovating their own potential ways to damage the opponent. One is a guessing game, the other is more players trying out things they <em>want</em> to do.</p><p></p><p>Of course, the trouble is that just hitting things with the powers on your character sheet is often what players want to do. So I think it's necessary to personalize some of the terrain options. The armored juggernaut of a fighter probably won't think to swing from a chandelier, and will be hesitant to even try if it's pointed out to them. On the other hand, he might think to topple over a mighty statue with a giant weapon of its own. Have multiple options available, and see if you can't make at least one each that fits the personality and aptitudes of each character (or player). </p><p></p><p>I know that 4e marketing may have overused the word "cool," but the bona fide best way to get players to do this kind of thing is to give them things that they think are cool to do. It probably takes getting personal on that. No improvisational deathtrap will succeed if it doesn't fit your players' instincts.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4931544, member: 3820"] I'm a little leery of these situations in gaming because it's a potential GM trap: it can become an exercise in frustration if the players are trying to find the one correct way to damage the opponent instead of innovating their own potential ways to damage the opponent. One is a guessing game, the other is more players trying out things they [I]want[/I] to do. Of course, the trouble is that just hitting things with the powers on your character sheet is often what players want to do. So I think it's necessary to personalize some of the terrain options. The armored juggernaut of a fighter probably won't think to swing from a chandelier, and will be hesitant to even try if it's pointed out to them. On the other hand, he might think to topple over a mighty statue with a giant weapon of its own. Have multiple options available, and see if you can't make at least one each that fits the personality and aptitudes of each character (or player). I know that 4e marketing may have overused the word "cool," but the bona fide best way to get players to do this kind of thing is to give them things that they think are cool to do. It probably takes getting personal on that. No improvisational deathtrap will succeed if it doesn't fit your players' instincts. [/QUOTE]
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