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Going to the House of Flying Daggers with DnD
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<blockquote data-quote="arwink" data-source="post: 1990504" data-attributes="member: 2292"><p>You might want to check out Cry Havoc from Malhavoc. From memory, it extrapolated the d20 combat system to include armies and skermish-sized forces, which could handle the individual verses group aspects of combat.</p><p></p><p>I don't see a stunt system as being all that difficult to implement in d20 either. All you need to do is extrapolate from the core mechanic - Achieving a stunt requires meeting a certain DC, failing to meet that DC by less than 4 is a failure, failing to meet the DC by 5 or more tends to have a negative affect. Keep in mind that five is the magic number, and you could probably institute a feng-shui style stunt system in normal combat. If the player wants to do something whacky on top of their ordinary attack, simply have them make the necessary skill check (Against a standard DC), then add give to the opponents AC/Defense in order to achieve the special effect they're trying to achieve (Frex - in my eberron game, someone wanted to pick up an opponent and throw them at someone else. I figured it would be doable, and required them to beat the opponents grapple check by 5 or more to do so). Anything that doesn't meet the +5DC bonus is resolved as a normal attack. IF they beat the new DC by 10 or more, just add another special effect to the stunt, or give them a +2 bonus to damage for the attack.</p><p></p><p>Add something like Eberron or D20 Modern's action point system to the mix, and people start thinking about doing things in a slightly more cinematic way. When coupled with the +5 system above, I usually rule that spending an action point on a stunt at a particularly opportune time or well described way is an automatic success.</p></blockquote><p></p>
[QUOTE="arwink, post: 1990504, member: 2292"] You might want to check out Cry Havoc from Malhavoc. From memory, it extrapolated the d20 combat system to include armies and skermish-sized forces, which could handle the individual verses group aspects of combat. I don't see a stunt system as being all that difficult to implement in d20 either. All you need to do is extrapolate from the core mechanic - Achieving a stunt requires meeting a certain DC, failing to meet that DC by less than 4 is a failure, failing to meet the DC by 5 or more tends to have a negative affect. Keep in mind that five is the magic number, and you could probably institute a feng-shui style stunt system in normal combat. If the player wants to do something whacky on top of their ordinary attack, simply have them make the necessary skill check (Against a standard DC), then add give to the opponents AC/Defense in order to achieve the special effect they're trying to achieve (Frex - in my eberron game, someone wanted to pick up an opponent and throw them at someone else. I figured it would be doable, and required them to beat the opponents grapple check by 5 or more to do so). Anything that doesn't meet the +5DC bonus is resolved as a normal attack. IF they beat the new DC by 10 or more, just add another special effect to the stunt, or give them a +2 bonus to damage for the attack. Add something like Eberron or D20 Modern's action point system to the mix, and people start thinking about doing things in a slightly more cinematic way. When coupled with the +5 system above, I usually rule that spending an action point on a stunt at a particularly opportune time or well described way is an automatic success. [/QUOTE]
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