In my fantasy heartbreaker I encourage the players to use interesting elements beyond their weapons to win a fight. The rifleman shoots the lever, releasing the caged monsters into the ranks of the enemies. The wizard coats the bridge with ice, sending the charging foes sliding to their doom. This only works if there is cool stuff for them to interact with. Fights in bare 30′ x 30′ stone rooms suck.
You can also let your players add elements. I have a race that act like pack rats. Characters have a chance to pull some previously undefined useful thing out of their backpack, perhaps to confuse their foes, giving the party time to escape. Since characters have a luck attribute, they can say “If only we had some garlic powder we could give the ogre guard a sneezing fit and the thief could steal the keys!” Let them have a roll with fun consequences of a fail.
Again great article.
]]>