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...