It’s your turn. Do something awesome!

Your turn comes up in the initiative and the enemy has just teleported to the other side of the chasm. You’ve got all your dailies, your action point, a +3 great sword, no ranged powers, and 5 squares of chasmic doom between you and your foe.

You want to do something awesome on your turn, but you can’t get within range of your target. Suddenly, you have a burst of inspiration and ask if you can cut down a nearby tree, use it as a makeshift bridge, burn your action point, and attack the enemy – all in the same turn.

The GM quietly ponders your plan and tells you that you can make it across the ravine, but it will take a standard action to move across the tree bridge with an acrobatics check and you can only try that if you can knock the tree down in one blow.

Discouraged by the high probability of failure for such a stunt, you decide to hold your action until after another party member moves. A chorus of, “oh man, that would have been cool if it worked,” comes from the players and combat moves on.

I’ve seen a lot of great potential moments like this die out before they’re ever attempted. Looking through the rules for skills and skill challenges, it becomes rather obvious that the most efficient use of your turn is to use a power, instead of attempting an abstract stunt. It would almost appear as if the days of chandelier swinging, shield surfing, called shots, and cow tossing (a drunk dwarf was involved) are over. While I agree that 4e powers are cool, I feel that they have a tendency to outshine the countless other options available.

The advantage of a tabletop over a computer game is that your character can attempt any absurd strategy you can imagine. Why should you let the rules discourage players from achieving those memorable moments (like the cow toss)?

To encourage player creativity and give your game that cinematic action feel, consider implementing the awesome rule.

The AWESOME rule

When a player comes up with a particularly awesome plan or describes an action in a way that makes it sound awesome and advances the story, that player is rewarded. The player can choose to take a +2 to the roll, gain an extra action point, or make a skill check as a free action, just for being awesome.

It’s up to the GM’s discretion whether or not an action is awesome enough to warrant use of the awesome rule. In general, you should only use the rule once per session. Limiting the application keeps it rare (and thus that much more awesome) and prevents the players from just being absurd and over the top in an attempt to get awesome bonuses.

So, the next time a player tries to do something awesome, tell him or her that it sounds awesome and reward the attempt. You’ll find your encounters becoming steadily more colorful and memorable as the party is rewarded for finding creative solutions.

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About the Author

I started Dungeon Mastering with secondhand AD&D materials in 1996 and have run a vast number of D20 campaigns, from cliche' medieval adventures in a kingdom made of Lego bricks to fighting zombies and the mob in the mid 1930s. I try to make the gaming experience as enjoyable, fast-paced, and easy to play as humanly possible.