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Joe's Notebook · Dec 17, 2025

Flavor Bonus

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Joe Lesko · Joe's Notebook

A lot of players describe their actions in terms of what’s written on their character sheet.

“I attack the pirate with my longsword.”

“I use Stealth to sneak past the guard.”

“I cast Magic Missile at the skeleton.”

There’s nothing wrong with this. But it skips over the thing that makes tabletop RPGs uniquely fun and compelling: the storytelling.

When I introduced the Flavor Bonus rule to address this, I was surprised by how big of an impact it had. Even brand new players started roleplaying at a really high level.

The rule is simple:

If a player describes their action with a sentence or two before the roll, the GM grants a small bonus.

Usually +1. Sometimes +2 if it’s especially creative.

That’s it.

The math itself isn’t enough to alter the game. But with Flavor Bonuses in play, descriptions start to sound like this:

“I splash a tankard of ale in the pirate’s face before I thrust my sword into him. ‘Drinks are on me!’”

“I toss a pebble to make the guard look the other way, then sneak behind him.”

“I wave my hands, and a sparkling raven made of pure energy flies toward the skeleton.”

Players enjoy the extra creative freedom, and routine die rolls are often turned into moments that everyone remembers long after the session ends.

(This rule appears in D&D Story Mode, among other variants for creative roleplaying.)

Read the original on joelesko.substack.com

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