This is a little house rule for "crazy stuff players do" that aren't covered by the rules. DMG p.42 is nice, but seems to focus on doing original activities, and doesn't have many guidelines for players attempting to gain an advantage.
(Credit where it is due: I was inspired by the work of Stalker0 [here], GlaziusF [here], iwatt [here] from the True20 boards, and the Trick system in Savage Worlds, and probably several other games.)
I'd love to know what you folks think before I run this past my group.
-- 77IM
STUNT
When a player tries to perform some crazy maneuver to increase their odds or gain some small advantage in combat, you can resolve the attempt as a stunt. The player must be able to clearly explain what they are doing, and the DM has to agree that it could potentially help.
STUNT: Part of another action
Examples:
Flick of the Wrist: "I swiftly draw a concealed weapon and attack with it, catching my foe off-guard!"
-- Part of a melee or thrown weapon attack; Thievery vs Perception; +2 to attack.
Body Slam: "I plow into my foe, driving him forcefully into the rock wall!"
-- Part of a charge or a melee attack against a foe adjacent to a wall; Strength vs Strength; +2 to damage.
Tumble: "I cartwheel past the enemies, avoiding their attacks!"
-- Part of movement through threatened squares; Acrobatics vs Reflex of each threatening foe; +2 to defenses.
Dwarf Ramp: "I run up the dwarf's shield and leap off his head to get extra distance!"
-- Part of a running jump; Acrobatics +2* vs Hard DC; +2 squares of distance when jumping. (*Due to awesomeness.)
Cantrip-Up: "I distract my foe with a ghost sound -- the roars and shouts of a second party coming up the corridor behind him -- and then magic missile him in the back of the head!"
-- Part of a magic missile attack; Arcana vs Insight; +2 attack.
Called Shot: "I take careful aim, shooting my foe right in the eyeball."
-- Part of a ranged attack; Perception -5 vs AC; +5 damage. On a failure, -5 attack (instead of -5 damage).
These are all just examples. The idea is for players to come up with stunts on-the-fly and the DM have a relatively balanced guideline to resolve them.
(Credit where it is due: I was inspired by the work of Stalker0 [here], GlaziusF [here], iwatt [here] from the True20 boards, and the Trick system in Savage Worlds, and probably several other games.)
I'd love to know what you folks think before I run this past my group.
-- 77IM
STUNT
When a player tries to perform some crazy maneuver to increase their odds or gain some small advantage in combat, you can resolve the attempt as a stunt. The player must be able to clearly explain what they are doing, and the DM has to agree that it could potentially help.
STUNT: Part of another action
- Part of an Action: You must be doing some other thing (attacking, moving, using a skill or power, or some other valid action) in order to stunt. Even if your stunt fails, you must continue to carry out the full action that you intended.
- Describe the Stunt: Say what your character is doing above and beyond the expectations for the action you are taking. It helps to take into account the current situation and circumstances. Be creative!
- Once Per Encounter: You can't repeat the same stunt twice in the same encounter, but you can try a different stunt. Be creative!
- Once Per Round: You can't stunt twice in the same round.
- DM Decides the Type of Check: You must make either a skill check (against an opponent's defense, against the hard DC for the encounter's level, or opposed by an opponent's skill check) or an ability check (against the moderate DC for the encounter's level, or opposed by an opponent's ability check). The DM decides what sort of check you are making and what the DC (or opposed check) is based on the nature of your stunt.
- DM Decides the Consequences: If you succeed on your check, you get a +2 bonus to one of the following: attack rolls, skill and ability checks, defenses, damage, or speed. But if you fail, you take a -2 penalty to that same trait. For damage, the bonus or penalty is doubled at 11th level (to +4/-4) and tripled at 21st level (to +6/-6).
- Stunt Check: Resolve your check at the beginning of your action.
- Success: You gain the benefit described above for the duration of the action.
- Failure: You suffer the penalty described above for the duration of the action.
- Extreme Stunts: If you take a -5 penalty on your stunt check, the bonus you gain for success increases to +5, but the penalty for failure also increases to -5.
- Multiple Foes: If your stunt affects multiple enemies (you are trying to move past several of them, or gain some advantage on an area attack), make a single stunt check and compare it to the defense or opposed check of each foe separately.
- Speeding Up Stunt Checks: If stunt checks are slowing down game play, have all the opponents Take 10 on all of their skill and ability checks.
- Be Creative!: The DM can use the guidelines above to allow other sorts of bonuses and penalties. For example, the stunt bonus may apply to one of your allies instead of yourself, or it may apply to something like a saving throw, or the penalty may be applied to a different trait than what the bonus would apply to. The DM can also give a bonus to the stunt check for stunts that are particularly awesome. The goal of the stunt rules is to tangibly reward player creativity without requiring it or allowing it to overshadow other elements of the game (such as powers, feats, and magic items).
Examples:
Flick of the Wrist: "I swiftly draw a concealed weapon and attack with it, catching my foe off-guard!"
-- Part of a melee or thrown weapon attack; Thievery vs Perception; +2 to attack.
Body Slam: "I plow into my foe, driving him forcefully into the rock wall!"
-- Part of a charge or a melee attack against a foe adjacent to a wall; Strength vs Strength; +2 to damage.
Tumble: "I cartwheel past the enemies, avoiding their attacks!"
-- Part of movement through threatened squares; Acrobatics vs Reflex of each threatening foe; +2 to defenses.
Dwarf Ramp: "I run up the dwarf's shield and leap off his head to get extra distance!"
-- Part of a running jump; Acrobatics +2* vs Hard DC; +2 squares of distance when jumping. (*Due to awesomeness.)
Cantrip-Up: "I distract my foe with a ghost sound -- the roars and shouts of a second party coming up the corridor behind him -- and then magic missile him in the back of the head!"
-- Part of a magic missile attack; Arcana vs Insight; +2 attack.
Called Shot: "I take careful aim, shooting my foe right in the eyeball."
-- Part of a ranged attack; Perception -5 vs AC; +5 damage. On a failure, -5 attack (instead of -5 damage).
These are all just examples. The idea is for players to come up with stunts on-the-fly and the DM have a relatively balanced guideline to resolve them.
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