Inconsequenti-AL
Breaks Games
Psychotic Jim said:Actually, back in Dragon 289 (November 2001), there was an article on making a D&D game resembling Wuxia films, with several rules and sugguestions, like everybody getting to fly at 10th level. FYI, it's also the issue with the kaiju.
I got quite inspired by that article. Toyed around with the idea for a while...
Was going to put together a level advancement scheme for the PCs. At various levels they'd get to choose abilities from lists - better lists becoming available at higher levels. Much like the abilities for astral constructs, but mostly spell like abilities - minor stuff would be at will or continuous, some of the major ones #day. Like many good ideas, I never got to run it.

One I feel helps is how you adjudicate the use of acrobatic skills. Think a 'more lenient' approach makes for much more heroics. For example:
A PC tries to jump between 2 rooftops. They fail the check. Normally they'd plummet down to the street below. In the more lenient version they'd end up hanging from the other side by their fingertips. They just miss the next turns actions.
Have used this in several campaigns and found it works very well.
Also giving quite sizable bonuses for imaginative attacks. Have the bad guys lead by example...

Another GM we used to play with used action points. But you could spend them to perform mind boggling stunts or to 'break the rules' - i.e. bendy charges, act out of turn, throw yourself in front of an attacker and so on. That worked pretty well and gave a nice flowy feeling to the game. However, certain players can be very abusive with this sort of thing.
