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Why Combat is a Fail State - Blog and Thoughts
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<blockquote data-quote="SpellObjectEnthusiast" data-source="post: 9611349" data-attributes="member: 7031017"><p>It's rarely so cut and dry as your example. Players tend to do strange, and often ingenious, things - you can never eliminate improvisation with prep. </p><p></p><p>If you create, say, a concealed scything blade trap triggered by a tripwire, the PCs may try to disable it by cutting the wire. They also might try jamming the mechanism with scavenged ooze, blocking the blade with furniture from another room, pouring water into the gaps and freezing it, or releasing a bag of rats into the room to see if they can trigger it from a distance. </p><p></p><p>You will have to improvise and adapt to their actions and make a ruling from scratch, and you need to make sure that your understanding of the game environment matches what your players envisioned when they declared their action.</p></blockquote><p></p>
[QUOTE="SpellObjectEnthusiast, post: 9611349, member: 7031017"] It's rarely so cut and dry as your example. Players tend to do strange, and often ingenious, things - you can never eliminate improvisation with prep. If you create, say, a concealed scything blade trap triggered by a tripwire, the PCs may try to disable it by cutting the wire. They also might try jamming the mechanism with scavenged ooze, blocking the blade with furniture from another room, pouring water into the gaps and freezing it, or releasing a bag of rats into the room to see if they can trigger it from a distance. You will have to improvise and adapt to their actions and make a ruling from scratch, and you need to make sure that your understanding of the game environment matches what your players envisioned when they declared their action. [/QUOTE]
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