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« on: September 10, 2013, 02:23:32 PM »
I've noticed that in the campaign I'm running the players are giving more and more "tactical description". In fact it's becoming increasingly rare for one of the players to simply Hack & Slash. They describe all sorts of interesting movement, defensive and offensive techniques, and are frequently attempting to do something other than just HP damage when they attack. They are trying to pin, intimidate, damage limbs, blind, distract, disarm, push, corner, daze, etc. etc. The more they do this the more interesting the fights are becoming. As an added bonus I find that creatures need less HP because the general flow of combat is that the heroes usually try to gain an upper hand "tactically" and then strike a couple decisive blows against the enemy to finish it off. Awesome!
One of the things that I think helped my players embrace this kind of play was seeing me use enemies in the same way. Only occasionally do I simply inflict HP damage against players. Most of the time the heroes are getting placed in increasingly worse positions as the antagonists are "successful". Players get knocked down, thrown through windows, grappled, disarmed, caught on fire, loose control of their motor skills for a moment, dazed, made to look foolish, lured into a bad position; you get the idea. The other thing that helps is that I allow most anything to be attempting in combat so long as the players keep two things in mind:
1: If they are trying something that is specifically a Move that exists for another class, but they do not possess the Move, I don't allow it (don't want to diminish the abilities of those classes that have them as class Moves).
2: Repercussions of an action are based on the amount of risk involved. The more risk a character takes the more intense the outcome, for good or bad!
Just a few thoughts from our table.