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Abstract Stunt System
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<blockquote data-quote="77IM" data-source="post: 4521315" data-attributes="member: 12377"><p>Here are some more advanced options. (These are for the first system, the one where you make stunt checks.)</p><ul> <li data-xf-list-type="ul"><strong>Standard Action Stunts:</strong> A stunt normally needs to be part of another action, but sometimes a character just wants to apply a +2 bonus somewhere. In this case, the stunt itself is a standard action, and <em>there is no consequence for failure</em>.</li> <li data-xf-list-type="ul"><strong>Defensive Stunts:</strong> If you get attacked, you can execute a stunt as an immediate interrupt. If you succeed, you get the bonus to your defense against that attack, but if you fail, you take the penalty to your defense. You must declare the stunt BEFORE the opponent makes his attack roll.</li> <li data-xf-list-type="ul"><strong>Team Stunts:</strong> Instead of making a normal stunt check, you can base the success or failure of the stunt on another PC's action. It needs to be an action relevant to the stunt and which has a reasonable chance of failing, and it usually makes sense to ready an action so both actions happen at the same time.</li> <li data-xf-list-type="ul"><strong>Enemy Stunts:</strong> Monsters and NPCs typically don't use the stunt rules -- stunts are meant to give the PCs more flexibility in their actions and more opportunities for creativity, and to showcase their skills a little better. However, at the DM's discretion, it may be appropriate for monsters (particularly elite and solo monsters) to perform stunts.</li> </ul><p></p><p></p><p></p><p>Here are some more examples.</p><p></p><p><em>Tarzan Swing:</em> "I grab the rope and swing across the courtyard!"</p><p> - Part of movement; Acrobatics or Athletics -5 vs Hard DC; +5 speed.</p><p></p><p><em>Analyze Monster Weakness:</em> "Do I know anything about these creatures that would help me kill them?"</p><p> - Part of an attack; Knowledge skill vs Hard DC; +2 attack or damage.</p><p></p><p><em>Combat Anticipation:</em> "I wait until as he starts to attack, then sidestep out of the way. I'm totally cool."</p><p> - Part of a Total Defense; Insight vs Bluff; +2 to all defenses against that opponent for the duration of the Total Defense. On failure, the -2 to all defenses cancels the +2 from Total Defense, meaning that you have just wasted a standard action.</p><p></p><p><em>Active Block:</em> "Right when the hobgoblin attacks, I block his weapon with mine."</p><p> - Readied action (standard action stunt); Strength or Dexterity vs Strength or Dexterity (whichever you and the enemy use for your weapon attacks); the enemy takes a -2 attack penalty on his next attack. No consequence for failure (standard action stunt).</p><p></p><p><em>Rally:</em> "Come on! You can do it!"</p><p> - Standard action; Diplomacy vs Hard DC; +2 to one ally's next saving throw. No consequence for failure (standard action stunt).</p><p></p><p><em>Free Running:</em> "I run up the wall and spring sideways through the window."</p><p> - Part of movement; Acrobatics -5 vs Hard DC; ignore difficult terrain. On failure, -5 speed.</p><p></p><p><em>Sand in the Eyes:</em> "Right when he attacks me, I grab a handful of dirt and toss it in his face!"</p><p> - Immediate interrupt (defensive stunt); Thievery vs Insight; +2 defense.</p><p></p><p><em>You're All Alone:</em> "We killed all of your allies. The boss can't save you now. See this bloody sack? That's his head."</p><p> - Part of an Intimidate check; Bluff +2* vs Insight; +2 Intimidate. (*Due to awesomeness.)</p><p></p><p><em>Hold Breath:</em> "I hold my breath."</p><p> - Immediate interrupt when hit by a gas or cloud attack (defensive stunt); Endurance vs Hard DC; +2 defense.</p><p></p><p><em>Hammer and Nail:</em> "After the rogue throws his dagger into the dragon, I hurl a throwing hammer right into the dagger, driving it deeper."</p><p> - Part of a throwing hammer ranged attack as a readied action triggered by the rogue throwing a dagger at the dragon; the rogue's attack vs the dragon's defense (team stunt); +2 damage. Because this is a team stunt, the rogue's normal attack roll substitutes for the stunt check; if the rogue missed, that counts as a failed stunt (-2 damage for the dwarf throwing the hammer).</p><p></p><p><em>Fire and Ice:</em> "You use <em>chill strike</em> to freeze him, and then I'll cook him with <em>flames of Phlegethos</em>, and thermal stress fractures will damage him even more!"</p><p> - Part of a fire-based attack as a readied action triggered by an ally's ice-based attack; the ally's attack vs the enemy's defense (team stunt); +2 damage. Because this is a team stunt, the ally's normal attack roll substitutes for the stunt check; if the ally's ice attack missed, that counts as a failed stunt (-2 damage for the character's fire attack).</p></blockquote><p></p>
[QUOTE="77IM, post: 4521315, member: 12377"] Here are some more advanced options. (These are for the first system, the one where you make stunt checks.) [list][*][b]Standard Action Stunts:[/b] A stunt normally needs to be part of another action, but sometimes a character just wants to apply a +2 bonus somewhere. In this case, the stunt itself is a standard action, and [i]there is no consequence for failure[/i]. [*][b]Defensive Stunts:[/b] If you get attacked, you can execute a stunt as an immediate interrupt. If you succeed, you get the bonus to your defense against that attack, but if you fail, you take the penalty to your defense. You must declare the stunt BEFORE the opponent makes his attack roll. [*][b]Team Stunts:[/b] Instead of making a normal stunt check, you can base the success or failure of the stunt on another PC's action. It needs to be an action relevant to the stunt and which has a reasonable chance of failing, and it usually makes sense to ready an action so both actions happen at the same time. [*][b]Enemy Stunts:[/b] Monsters and NPCs typically don't use the stunt rules -- stunts are meant to give the PCs more flexibility in their actions and more opportunities for creativity, and to showcase their skills a little better. However, at the DM's discretion, it may be appropriate for monsters (particularly elite and solo monsters) to perform stunts.[/list] Here are some more examples. [i]Tarzan Swing:[/i] "I grab the rope and swing across the courtyard!" - Part of movement; Acrobatics or Athletics -5 vs Hard DC; +5 speed. [i]Analyze Monster Weakness:[/i] "Do I know anything about these creatures that would help me kill them?" - Part of an attack; Knowledge skill vs Hard DC; +2 attack or damage. [i]Combat Anticipation:[/i] "I wait until as he starts to attack, then sidestep out of the way. I'm totally cool." - Part of a Total Defense; Insight vs Bluff; +2 to all defenses against that opponent for the duration of the Total Defense. On failure, the -2 to all defenses cancels the +2 from Total Defense, meaning that you have just wasted a standard action. [i]Active Block:[/i] "Right when the hobgoblin attacks, I block his weapon with mine." - Readied action (standard action stunt); Strength or Dexterity vs Strength or Dexterity (whichever you and the enemy use for your weapon attacks); the enemy takes a -2 attack penalty on his next attack. No consequence for failure (standard action stunt). [i]Rally:[/i] "Come on! You can do it!" - Standard action; Diplomacy vs Hard DC; +2 to one ally's next saving throw. No consequence for failure (standard action stunt). [i]Free Running:[/i] "I run up the wall and spring sideways through the window." - Part of movement; Acrobatics -5 vs Hard DC; ignore difficult terrain. On failure, -5 speed. [i]Sand in the Eyes:[/i] "Right when he attacks me, I grab a handful of dirt and toss it in his face!" - Immediate interrupt (defensive stunt); Thievery vs Insight; +2 defense. [i]You're All Alone:[/i] "We killed all of your allies. The boss can't save you now. See this bloody sack? That's his head." - Part of an Intimidate check; Bluff +2* vs Insight; +2 Intimidate. (*Due to awesomeness.) [i]Hold Breath:[/i] "I hold my breath." - Immediate interrupt when hit by a gas or cloud attack (defensive stunt); Endurance vs Hard DC; +2 defense. [i]Hammer and Nail:[/i] "After the rogue throws his dagger into the dragon, I hurl a throwing hammer right into the dagger, driving it deeper." - Part of a throwing hammer ranged attack as a readied action triggered by the rogue throwing a dagger at the dragon; the rogue's attack vs the dragon's defense (team stunt); +2 damage. Because this is a team stunt, the rogue's normal attack roll substitutes for the stunt check; if the rogue missed, that counts as a failed stunt (-2 damage for the dwarf throwing the hammer). [i]Fire and Ice:[/i] "You use [i]chill strike[/i] to freeze him, and then I'll cook him with [i]flames of Phlegethos[/i], and thermal stress fractures will damage him even more!" - Part of a fire-based attack as a readied action triggered by an ally's ice-based attack; the ally's attack vs the enemy's defense (team stunt); +2 damage. Because this is a team stunt, the ally's normal attack roll substitutes for the stunt check; if the ally's ice attack missed, that counts as a failed stunt (-2 damage for the character's fire attack). [/QUOTE]
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