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<blockquote data-quote="beepeearr" data-source="post: 2528639" data-attributes="member: 20548"><p>See, I would find those same actions much cooler in D&D because of how difficult they are to pull off, as opposed to the relative simplicity of the action. I don't want to be rewarded for saying I am going to do something, I want to be rewarded for actually accomplishing the action. That being said I don't exactly run standard D&D games either, I award my players for good roleplay and have various houserules which change how we play, for instance lots of actions say, draw an attack of opportunity, if damage is done you automatically fail. Instead I allow a concentration check to fight thru the pain, and made concentration a class skill for the fighter. Also I award Karma in my games, similiar to action points or the like. Instead of XP rewards I give out Karma which can be used in lots of different ways, the one that sees the most use though is spending a karma to re-roll, or spending 2 to make some one else re-roll.</p><p></p><p>But mechanics have never stopped me from trying the next to impossible in a normal game before, remember a nat 20 is always a success <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> . The last game I played, our party was hired to vandalize an estates grain supplies. During the climatic scene I Jumped from silo roof to silo roof lighting the oil I had already doused them with With a torch I was carrying, while being shot at by 20 guards with crossbows. Each silo was ten feet wide and 20 feet apart, and I ended with a jump over the estates wall from the top of a fifty foot silo. I had to make more jump checks and balance checks than I can remeber, and only made it out of the compound with three hit points left. Was it easy, no. Did I almost die, yeah. Would a single failed roll have meant disaster, yeah, but thats what made it cool. Sure I could hve taken the easy way out, and did something safer, carrying the torch made me an easy target afterall. I could have waited a few rounds and activated a few powers first, but more time would have benefitted my enemies as well. </p><p></p><p>My point is nothing worth doing ever comes easy. It's the added risk of failure that makes dangerous actions so cool. Ask yourself was Legolas's actions cool because of what he did or because what would have happened if he had failed his balance or climb checks.</p></blockquote><p></p>
[QUOTE="beepeearr, post: 2528639, member: 20548"] See, I would find those same actions much cooler in D&D because of how difficult they are to pull off, as opposed to the relative simplicity of the action. I don't want to be rewarded for saying I am going to do something, I want to be rewarded for actually accomplishing the action. That being said I don't exactly run standard D&D games either, I award my players for good roleplay and have various houserules which change how we play, for instance lots of actions say, draw an attack of opportunity, if damage is done you automatically fail. Instead I allow a concentration check to fight thru the pain, and made concentration a class skill for the fighter. Also I award Karma in my games, similiar to action points or the like. Instead of XP rewards I give out Karma which can be used in lots of different ways, the one that sees the most use though is spending a karma to re-roll, or spending 2 to make some one else re-roll. But mechanics have never stopped me from trying the next to impossible in a normal game before, remember a nat 20 is always a success :D . The last game I played, our party was hired to vandalize an estates grain supplies. During the climatic scene I Jumped from silo roof to silo roof lighting the oil I had already doused them with With a torch I was carrying, while being shot at by 20 guards with crossbows. Each silo was ten feet wide and 20 feet apart, and I ended with a jump over the estates wall from the top of a fifty foot silo. I had to make more jump checks and balance checks than I can remeber, and only made it out of the compound with three hit points left. Was it easy, no. Did I almost die, yeah. Would a single failed roll have meant disaster, yeah, but thats what made it cool. Sure I could hve taken the easy way out, and did something safer, carrying the torch made me an easy target afterall. I could have waited a few rounds and activated a few powers first, but more time would have benefitted my enemies as well. My point is nothing worth doing ever comes easy. It's the added risk of failure that makes dangerous actions so cool. Ask yourself was Legolas's actions cool because of what he did or because what would have happened if he had failed his balance or climb checks. [/QUOTE]
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