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Abstract Stunt System
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<blockquote data-quote="77IM" data-source="post: 4506381" data-attributes="member: 12377"><p>Streamlined version; it's just as complicated but no longer requires a check. Instead it is limited by how often you can do it, and what sort of stunts are available.</p><p></p><p> -- 77IM</p><p></p><p></p><p></p><p><u><strong>STUNT</strong></u></p><p>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.</p><p></p><p><strong>STUNT: Part of another action</strong></p><ul> <li data-xf-list-type="ul"><strong>Part of an Action:</strong> You must be doing some other thing (attacking, moving, using a skill or power, or some other valid action) in order to stunt. <br /> </li> <li data-xf-list-type="ul"><strong>Describe the Stunt:</strong> 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!<br /> </li> <li data-xf-list-type="ul"><strong>Once Per Encounter, +1 Per Milestone:</strong> You can only stunt once per encounter. After reaching your first milestone, you can stunt twice per encounter, and each additional milestone lets you stunt one additional time per encounter (for example, if you've reached your 4th milestone, you can stunt 5 times during your next encounter). Taking an extended rest resets your number of stunts to 1 per encounter.<br /> </li> <li data-xf-list-type="ul"><strong>Once Per Round:</strong> You can't stunt twice in the same round.<br /> </li> <li data-xf-list-type="ul"><strong>Requirement: Trained Skill or Highest Ability Score:</strong> You must have a trained skill relevant to the stunt you are performing -- an amazing feat of Acrobatics or Dungeoneering or Insight. You can suggest which trained skill you are using but ultimately the DM decides whether or not it applies. Alternatively, you can perform stunts based upon your highest ability score (if you have multiple scores that are tied, you can use any of them), such as a feat of Strength or clever use of Intelligence. The DM can decide that such a stunt requires a trained skill, however. For example, if you describe your stunt as a back flip, and want to base it on Dexterity, the DM can rule that such a stunt requires training in Acrobatics.<br /> </li> <li data-xf-list-type="ul"><strong>DM Decides the Consequences:</strong> You get a +2 bonus to one of the following: attack rolls, skill and ability checks, defenses, damage, or speed. This bonus lasts for the duration of the action. For damage, the bonus is doubled at 11th level (to +4) and tripled at 21st level (to +6).<br /> </li> <li data-xf-list-type="ul"><strong>Be Creative!:</strong> 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. The DM can also increase the bonus 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).</li> </ul><p></p><p><strong><em>Examples:</em></strong></p><p></p><p><em>Flick of the Wrist:</em> "I swiftly draw a concealed weapon and attack with it, catching my foe off-guard!"</p><p> -- Part of a melee or thrown weapon attack; Requires training in Thievery; +2 to attack.</p><p></p><p><em>Body Slam:</em> "I plow into my foe, driving him forcefully into the rock wall!"</p><p> -- Part of a charge or a melee attack against a foe adjacent to a wall; Requires high Strength; +2 to damage.</p><p></p><p><em>Tumble:</em> "I cartwheel past the enemies, avoiding their attacks!"</p><p> -- Part of movement through threatened squares; Requires training in Acrobatics; +2 to defenses.</p><p></p><p><em>Dwarf Ramp:</em> "I run up the dwarf's shield and <em>leap off his head</em> to get extra distance!"</p><p> -- Part of a running jump; Requires training in Acrobatics or Athletics; +3* squares of distance when jumping. (*Due to awesomeness.)</p><p></p><p><em>Cantrip-Up:</em> "I distract my foe with a <em>ghost sound</em> -- the roars and shouts of a second party coming up the corridor behind him -- and then <em>magic missile</em> him in the back of the head!"</p><p> -- Part of a <em>magic missile</em> attack; Requires training in Arcana or Bluff; +2 attack.</p><p></p><p><em>Called Shot:</em> "I take careful aim, shooting my foe right in the eyeball." </p><p> -- Part of a ranged attack; Requires training in Perception; +2 damage.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="77IM, post: 4506381, member: 12377"] Streamlined version; it's just as complicated but no longer requires a check. Instead it is limited by how often you can do it, and what sort of stunts are available. -- 77IM [U][B]STUNT[/B][/U] 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. [B]STUNT: Part of another action[/B] [list] [*][B]Part of an Action:[/B] You must be doing some other thing (attacking, moving, using a skill or power, or some other valid action) in order to stunt. [*][B]Describe the Stunt:[/B] 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! [*][B]Once Per Encounter, +1 Per Milestone:[/B] You can only stunt once per encounter. After reaching your first milestone, you can stunt twice per encounter, and each additional milestone lets you stunt one additional time per encounter (for example, if you've reached your 4th milestone, you can stunt 5 times during your next encounter). Taking an extended rest resets your number of stunts to 1 per encounter. [*][B]Once Per Round:[/B] You can't stunt twice in the same round. [*][B]Requirement: Trained Skill or Highest Ability Score:[/B] You must have a trained skill relevant to the stunt you are performing -- an amazing feat of Acrobatics or Dungeoneering or Insight. You can suggest which trained skill you are using but ultimately the DM decides whether or not it applies. Alternatively, you can perform stunts based upon your highest ability score (if you have multiple scores that are tied, you can use any of them), such as a feat of Strength or clever use of Intelligence. The DM can decide that such a stunt requires a trained skill, however. For example, if you describe your stunt as a back flip, and want to base it on Dexterity, the DM can rule that such a stunt requires training in Acrobatics. [*][B]DM Decides the Consequences:[/B] You get a +2 bonus to one of the following: attack rolls, skill and ability checks, defenses, damage, or speed. This bonus lasts for the duration of the action. For damage, the bonus is doubled at 11th level (to +4) and tripled at 21st level (to +6). [*][B]Be Creative!:[/B] 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. The DM can also increase the bonus 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). [/list] [B][I]Examples:[/I][/B] [I]Flick of the Wrist:[/I] "I swiftly draw a concealed weapon and attack with it, catching my foe off-guard!" -- Part of a melee or thrown weapon attack; Requires training in Thievery; +2 to attack. [I]Body Slam:[/I] "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; Requires high Strength; +2 to damage. [I]Tumble:[/I] "I cartwheel past the enemies, avoiding their attacks!" -- Part of movement through threatened squares; Requires training in Acrobatics; +2 to defenses. [I]Dwarf Ramp:[/I] "I run up the dwarf's shield and [I]leap off his head[/I] to get extra distance!" -- Part of a running jump; Requires training in Acrobatics or Athletics; +3* squares of distance when jumping. (*Due to awesomeness.) [I]Cantrip-Up:[/I] "I distract my foe with a [i]ghost sound[/i] -- the roars and shouts of a second party coming up the corridor behind him -- and then [i]magic missile[/i] him in the back of the head!" -- Part of a [i]magic missile[/i] attack; Requires training in Arcana or Bluff; +2 attack. [I]Called Shot:[/I] "I take careful aim, shooting my foe right in the eyeball." -- Part of a ranged attack; Requires training in Perception; +2 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. [/QUOTE]
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