Saying "Yes, but"

Some of the most memorable moments come from situations that inherently call for a rules interpretation, like when a player wants to do something creative using the environment. The variety of these situations is limited only by the imagination of your players. It's usually better to say “yes” than “no,” within reason. For example, imagine a player wants to do something borderline nonsensical like grabbing an empathnid and squeezing it to force it to use its web attack. But what about a player who wants to use a fire spell to deliberately ignite a barrel of petrol? Surely that should have some effect!

This is where you can use a variant of the well-known improv “Yes, and,” technique: you can say “Yes, but.” With “Yes, but,” you allow the player's creative idea, but tie it into the game rules via some sort of additional consequences, potentially adding the uncertainty of an additional roll. Here are some simple ways you might implement this tool:
  • Get a fleeting benefit without a roll. Example: stick a dueling sword into a deep fryer to add 1 fire damage on the next attack against a bloodbrother; coat a battle ribbon with glue to grant it the grapple trait on the next attack before the end of the turn.
  • Require a check, then apply a circumstance bonus to the PC's action. Example: swing from a chandelier above a foe; subtly pilfer stylish sunshades and quickly don them to blend in among a crowd and lose pursuers.
  • Require a check, then apply a circumstance penalty or condition to a foe. Example: activate a device to surround a foe with holograms; splash slippery grease across a foe's feet and the surrounding floor.
  • Require an attack roll or skill check to deal minor damage and gain another benefit. Examples: jump from a billboard down onto a foe for a small amount of damage, potentially knocking the foe prone; spray caustic chemicals in an opponent's eyes.
  • Require a directed attack against an object, then allow foes to attempt saving throws against the object's effect at a DC you choose. Example: cast a telekinetic projectile spell at a mine to trigger its explosion; fire an arc pistol at
  • a malfunctioning power generator to cause it to overload.

Another powerful tool you can use to help you say “Yes, but” when you're unsure of the game impact is to allow the idea to work just this once, letting your players know that this is part of your decision. For instance, maybe you think a PC's attempt to Grapple an empathnid to aim its web attack at another foe is so fun you have to let them do it, but you're worried that the effect would be so powerful that the PCs would just carry around an empathnid to shoot webs for the rest of the campaign. By making it a one-time effect, you can have fun but don't have to worry about whether you're setting a disruptive precedent for later on.