You have all seen the problem:
12 damage! I attack.
How do you guys go about making HOW the heroes do things just as important as WHAT they do?
How do you make attacking a monster not just a mechanical cause with a mechanical effect, but also a fictional cause with a fictional effect in the system?
I think one way to do this without changing much of the system is in monster design. Have mechanical effects for the monster based on how it is being attacked.
Have the Monster Stats be something like this:
Skeleton: 10HP + 2 rolls
When hit, choose one based on the details of the attack:
- Attack goes through bones, no damage
- ribs are smashed, all Attempts HARD
- skull is knocked off, next attack try to grapple enemy
This way the GM needs to know HOW the hero attacks.
It’s sort of like reverse Monster AI
The harder question is: how do you make the world like this?
How do you make sure the Strength check to jump over the chasm and grab the outstretched friend of your ally just before the wolves get to you is more than just a roll? How do you make the details of HOW they scramble over and jump required for the system?
Oh, and I am specifically trying to stay within the d20 system.
Thoughts? Or am I just crazy?
Inspired by reading this: http://www.lumpley.com/index.php/anyway/thread/455