Turanil
First Post
Those who prefer D20 over C&C often mention that combat in C&C is dull, as the lack of feats only makes for attack rolls against AC values. However, I just read about the next Monte Cook book (pun intended): Iron Heroes. It seems to be an heavier system than D&D 3.5 to me, BUT the stunt system sounded as something that could be imported into C&C. I don't know how this stunt system will work, but here is what they say about it:
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I am now trying to imagine what could be a few stunts:
-- Barrel Throw: Combat is happening amidst a fair or a basement. Then, Jubal notices that he is fighting right besides a barrel. So he forfeits an attack and instead throws the barrel into the legs of Klorgut, his opponent.
So, how would that work, and what would be the benefits? I guess it just requires a Dexterity check. Now, if the barrel is full of something, it will also require a Strength check, but will impose an increased penalty to Klorgut. So, as Jubal is successful in swiftly throwing the barrel into Klorgut's legs, the latter loses his balance. This results in the next round for Klorgut, is to suffer a -4 penalty to AC and BtH if he fails a Dex save, or -2 if the save is successful.
Any comments?
So, it looks like the Stunt system has some C&C style in it: player imagines and describes something special he would like to try, and the CK allows it on the fly. However, it needs a few rules to not become pure DM's fiat, and the Stunt System could be very appropriate. With that, C&C combat could become very cinematic and varied without adding feats or complex rules."<...> The stunt rules give you a flexible system for adjudicating a broad range of combat actions. They offer players a tool to put the vivid, imaginative ideas come up with during a fight into practice.
The stunt system is built around a set of generic maneuvers that cover the basic benefits and options that you might want to gain via a stunt, such as a bonus to your attack or damage, the ability to move farther than normal for 1 round, a bonus to defense, and so forth.
When you attempt a stunt, you make a skill or base attack check. (You can use any skill relevant to the situation.) When you decide to try a stunt, first you describe what your character does to complete it. For instance, if you're attempting an attack stunt, you might say, "I leap into the air to grab the chain hanging from the ceiling and swing over to kick the demon in the face." Your DM then picks a skill that most closely fits the action you want to attempt. If you want to gain a bonus to attacks against an ogre by grabbing onto its club as it attacks and scrambling up the weapon to strike it, your DM could ask for a Climb check. The aforementioned chain-grabbing attack stunt might require a Jump check.
The DC of the skill check depends on several factors. In most cases, your opponent makes a base attack check that opposes your skill check. You can choose to take a penalty to your skill check to gain a greater bonus from the stunt. An attack stunt normally gives you a +1 bonus to attacks. If you opt for a -6 penalty to your stunt skill check, you gain a +4 bonus to your attack.
While increasing the penalty gives you an advantage, it comes with a price. If you fail at the stunt, you might take a penalty of some sort. In the case of an attack stunt, you simply fail to gain a bonus to your attacks or damage. A defensive stunt grants your foes a bonus to attack you. Other stunts carry drawbacks based on the benefits they provide.
The key to the stunt system lies in its flexibility. Since you can use any skill to attempt a stunt, you simply need to come up with actions or descriptions that play to your PC's strengths.
Hopefully, the stunt rules give you the flexibility to run a wide range of actions that fall outside of the standard combat rules."
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I am now trying to imagine what could be a few stunts:
-- Barrel Throw: Combat is happening amidst a fair or a basement. Then, Jubal notices that he is fighting right besides a barrel. So he forfeits an attack and instead throws the barrel into the legs of Klorgut, his opponent.
So, how would that work, and what would be the benefits? I guess it just requires a Dexterity check. Now, if the barrel is full of something, it will also require a Strength check, but will impose an increased penalty to Klorgut. So, as Jubal is successful in swiftly throwing the barrel into Klorgut's legs, the latter loses his balance. This results in the next round for Klorgut, is to suffer a -4 penalty to AC and BtH if he fails a Dex save, or -2 if the save is successful.
Any comments?