See, i’m fine with less class options but I just can’t go back to the stand-still & swing-til-one-side-falls-over meta of PF1e and 5e. If I could install the style meter from DMC into my TTRPGs, I would.
If you’re serious: The Wushu system gives you one die per description element, so you literally get better the more dynamically you describe the scene!
See, I think I have a lot of that in my games, but it’s an undocumented duty of the DM. D&D can be very stand-and-deliver if you’re doing theatre of the mind combat without much scene-setting, but it also becomes very tactical and/or swashbuckling if you describe the area in detail. Or, even better, use visual aids like a battle map. It really all comes down to: the players can’t swing from the chandelier if they don’t know there’s a chandelier.
I appreciate that kind of stuff when its there. I also really like codified abilities and techniques I can pull off independent of the GM’s current narration. I’ve got a little hedgehog dude in pf2e I’m playing with explicit benefits from doing cool and varied moves in battle. With strong reasons to swap between weapons, taunt, feint, spindash around and generally style on enemies, I find i’ve always really nice tools to keep combat engaging and to ratchet up the drama and tension from the player’s side.
See, i’m fine with less class options but I just can’t go back to the stand-still & swing-til-one-side-falls-over meta of PF1e and 5e. If I could install the style meter from DMC into my TTRPGs, I would.
If you’re serious: The Wushu system gives you one die per description element, so you literally get better the more dynamically you describe the scene!
Oh I’m so lifting this as a house rule for my PF tables.
rp for mechanical benefit was always a huge hit at my 3.5 games, i 100% recommend it
really gets people into the scene imo
See, I think I have a lot of that in my games, but it’s an undocumented duty of the DM. D&D can be very stand-and-deliver if you’re doing theatre of the mind combat without much scene-setting, but it also becomes very tactical and/or swashbuckling if you describe the area in detail. Or, even better, use visual aids like a battle map. It really all comes down to: the players can’t swing from the chandelier if they don’t know there’s a chandelier.
I appreciate that kind of stuff when its there. I also really like codified abilities and techniques I can pull off independent of the GM’s current narration. I’ve got a little hedgehog dude in pf2e I’m playing with explicit benefits from doing cool and varied moves in battle. With strong reasons to swap between weapons, taunt, feint, spindash around and generally style on enemies, I find i’ve always really nice tools to keep combat engaging and to ratchet up the drama and tension from the player’s side.