By rolling on some specially-designed D4 tables, I can inject a few fresh twists into a scene whenever I need to spice things up and captivate my players again.
An interesting prep idea to help keep play interesting.
I already don’t like this because this person gives me the vibe of someone who plans a lot - a recipe for disaster in TTRPGs - but what sticks out the most to me is…why have it be a roll? Why not just do the thing that is the most interesting for the situation at hand?
The options listed on the post are
The Snogre’s fist smashes through the bridge and it begins to collapse! In D4 ROUNDS, everyone still on the bridge will fall into the chasm below
A pile of snow on the bridge has been covering a long length of rope. It still has strength to it.
A third Snogre appears, wondering what’s going on. He’s bigger, meaner, and carrying a huge, jagged sword meant for a giant.
A ring of keys falls off the Snogre’s belt and lands between the party and the Snogres. Everyone freezes, eyeing each other. Who is going to make the first move?
Which are all fair and interesting ‘spices’, but why leave it to luck? If the combat is already a slog, adding one more enemy will make it worse. So the third option would be a clear negative to the whole situation, yet you have 25% of chance of it happening.
This all feels wild to me because “Spice things up” is just something that I believe is expected from GMs in the first place, not just in combat. Players are lost without direction? Something blows up or a person calls for help. A conversation is starting to become boring and fruitless? You hear an unusual sound or feel the consequences of a previous action. Combat is taking too long? Do the options above.
Reinventing the wheel on something that’s so basic - again, IMO - feels more like a red flag for the article than good advice.
Hmm, IMO using dice for something like this is where I’d start to think in “Kriegspiel” terms- Use the dice to jumpstart ideas but don’t let yourself be beholden to them. It can be helpful if you’re not very good at being creative in the moment.
I already don’t like this because this person gives me the vibe of someone who plans a lot - a recipe for disaster in TTRPGs - but what sticks out the most to me is…why have it be a roll? Why not just do the thing that is the most interesting for the situation at hand?
The options listed on the post are
Which are all fair and interesting ‘spices’, but why leave it to luck? If the combat is already a slog, adding one more enemy will make it worse. So the third option would be a clear negative to the whole situation, yet you have 25% of chance of it happening.
This all feels wild to me because “Spice things up” is just something that I believe is expected from GMs in the first place, not just in combat. Players are lost without direction? Something blows up or a person calls for help. A conversation is starting to become boring and fruitless? You hear an unusual sound or feel the consequences of a previous action. Combat is taking too long? Do the options above.
Reinventing the wheel on something that’s so basic - again, IMO - feels more like a red flag for the article than good advice.
Hmm, IMO using dice for something like this is where I’d start to think in “Kriegspiel” terms- Use the dice to jumpstart ideas but don’t let yourself be beholden to them. It can be helpful if you’re not very good at being creative in the moment.