Do something cool.


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Kudos!

I wanted to encourage similar behavior but I also wanted to avoid the game devolving into a constant series of stunts outside the rules that I had to adjudicate (othewise why have the system at all?). My solution was to tie it into the Action Point rules because that is the mechanic in most rulesets that is "a rule that lets you break the rules".

So I let the players spend an Action Point + Healing Surge to "do something that fits the concept of your character but isn't one of your existing powers".

Shamelessly Stolen. Shamelessly. I like it.
 

I wanted to encourage similar behavior but I also wanted to avoid the game devolving into a constant series of stunts outside the rules that I had to adjudicate (othewise why have the system at all?). My solution was to tie it into the Action Point rules because that is the mechanic in most rulesets that is "a rule that lets you break the rules".

So I let the players spend an Action Point + Healing Surge to "do something that fits the concept of your character

Cool idea.

Sounds expensive, though. My players like the double action effect they get from going AP-daily-encounter.

Do you give APs a bit more liberally?
 

Cool idea.

Sounds expensive, though. My players like the double action effect they get from going AP-daily-encounter.

Do you give APs a bit more liberally?

It is meant to be a tough choice and I think that it is. But I probably am slightly more liberal with distributing AP's than the RAW. Partly this is because I got rid of Milestones as written and replaced them with APs awarded for the completion of minor quests and other significant events.

However I would say that well over 50% of APs get spent on Stunts rather than extra actions. The flexibility and chance to "do something cool" seems to outweigh the desire to take an extra action in general.
 


That's one of the (many) things I like about Pathfinder: the CMB is, essentially, a "Do Something Cool Bonus". I've seen my players try innovative things a lot more since they have a bonus for it written down on their sheets.

In some games I use the "Flashback Bonus", adapted from the Marvel Universe RPG: Once per session, a player can try Something Awesome, but to do that he needs to narrate a related flashback for his character. This can give a +4 bonus to any d20 roll, grant one use of a feat the character doesn't have, or something like that.

I gave up on 4e, so I don't need any ruling for preventing stupid power name calling ;)
 


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