Very cool systems, I especially like the simpleness of Raven Crowking's ruleset.
The DMG says I should 'adjudicate' combat stunts. But in my opinion, that's easier said than done. I'm not that good at balancing things on the run, and like stormonu, I also have the bad habit of striking down such things when I don't count on them. It's just that lately, the magic users have been stealing the show, and my more martial characters simply don't roll natural 20's as of late.
My own best shot at this (still untested, due to no-one rolling nat20's) was making the critical hit equal to a stunt. Player has to think up a stunt at the spot, or the attack will be a normal attack. Reward for very creative attacks may be a little bonus damage. But it's entirely too random.
I also like the idea of having 1 stunt per encounter or rolling for a stunt. This could ideally cross over with Raven Crowking's writing. I don't want stunts to always succeed due to immense bonuses. I want my players to be ABLE to do stunts, but at such a low frequency that they HAVE to make the most of it. It shouldn't normally be part of combat.
The 'momentum' brought a slightly different idea to my mind. Someone could save up on 'confidence' , for example: a hit is +1 confidence, being hit is -1, killing something is +2, and being killed or downed puts you back at 0, when reaching 20, you can attempt a stunt, if it fails, that is -5 confidence, if it succeeds, you're back at 0, but you can immediately perform a stunt. This stunt must be sufficiently powerful to heavily damage a healthy powerful creature, or slay almost all damaged or weaker creatures. Of course, in a cool way. I'm afraid this will lead to stunts being too frequent though.
Still hoping for more great ideas, this is certainly sparking my imagination.
