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<blockquote data-quote="Raven Crowking" data-source="post: 5009391" data-attributes="member: 18280"><p>See if your DM will let you use the Combat Advantage rule from RCFG. It basically goes like this:</p><p></p><p>* Narrate a skill use to give yourself a benefit while attacking (i.e., "I leap up and bring my axe down hard!")</p><p></p><p>* Set a DC. The bonus for DC 10 is +2. For every increment of 5, this increases by +2 (so, +4 at DC 15, +6 at DC 20, etc.). These numbers may need to be adjusted for other systems. The player determines how much to gamble.</p><p></p><p>* If you succeed, you get the bonus, which may be applied to attack roll, damage, or your AC until your next action. If you fail, you lose your attack.</p><p></p><p>* Your bonus can be split equally between any two of the above, instead of all applying to one. Thus, you could increase your attack roll and your AC.</p><p></p><p>So, on a check of DC 10, you could gain +2 to hit, +2 damage, +2 to your AC, or (for example) +1 to hit and +1 to your AC.</p><p></p><p>* Monsters get to do the same thing.</p><p></p><p>In our last game, this rule was used so that a PC could Intimidate an opponent into giving him an opening to attack (for example).</p><p></p><p>There are more stunting rules in the game, but this is an easy one to port into other systems. You might also want your DM to examine the Special Manoeuvre rules.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5009391, member: 18280"] See if your DM will let you use the Combat Advantage rule from RCFG. It basically goes like this: * Narrate a skill use to give yourself a benefit while attacking (i.e., "I leap up and bring my axe down hard!") * Set a DC. The bonus for DC 10 is +2. For every increment of 5, this increases by +2 (so, +4 at DC 15, +6 at DC 20, etc.). These numbers may need to be adjusted for other systems. The player determines how much to gamble. * If you succeed, you get the bonus, which may be applied to attack roll, damage, or your AC until your next action. If you fail, you lose your attack. * Your bonus can be split equally between any two of the above, instead of all applying to one. Thus, you could increase your attack roll and your AC. So, on a check of DC 10, you could gain +2 to hit, +2 damage, +2 to your AC, or (for example) +1 to hit and +1 to your AC. * Monsters get to do the same thing. In our last game, this rule was used so that a PC could Intimidate an opponent into giving him an opening to attack (for example). There are more stunting rules in the game, but this is an easy one to port into other systems. You might also want your DM to examine the Special Manoeuvre rules. RC [/QUOTE]
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