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One Simple Rule to Make Combat More Creative

Next time you're running a combat encounter, try telling your Players this:

A creative stunt will always do more damage than your weapon.

A stunt is anything: cutting a chandelier, collapsing the roof, pushing off a ledge, choking with a grappling hook, etc. It just has to be creative.

As for "more damage", it doesn't have to be game-breaking. Just increase their weapon die a step (d8 -> d10) or, if it's a wound-based system, increase damage by 1 wound. The important thing is that Players know they will be quantitatively rewarded for their creativity. 

Are those doubts I hear?

Now, I hear what you're saying: why would a chandelier do more damage than a tool literally made for bloodletting? Where's the goddamn verisimilitude?

And to that I say: I don't give a fuck! It's more fun this way! This is a way purer expression of the tabletop RPG medium because it capitalizes on tactical infinity. Plus, it reminds me of another unrealistic rule that's become the OSR industry-standard:

When a character dies, make a new character immediately and rejoin the game. Favor inclusion over realism.

It rarely makes sense that a level 1 adventurer has found their way to the 5th level of Gorgoth's Death Palace. But it's a hell of a lot more fun than waiting for the characters to leave before Carl can join the game again.

This rule is the same way. No, it doesn't really make sense that impaling the giant with the leg of a table does more damage than your Cursed Greataxe. But it's a hell of a lot more fun, isn't it?

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