How do you handle 'special' actions in your game?

There's a fine example of 'daring' and 'momentum' in combination in Paul Elliot's Zenobia RPG. Combat is sort of like T&T, in that there's a roll-off and the loser takes damage equal to the difference (less armor). However, the winner can choose instead to "save" the points from round to round -- as long as he continues winning. Losing a round means losing all the saved points.

That requirement makes the tactic really useful only if one has a significant advantage in the first place. However, "spending" points all at once allows the dealing of spectacularly telling (and gruesome) blows.

I imagine that one might accomplish something similar in D&D by integrating something like the 4e "skill challenge" procedure.
 

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Very cool systems, I especially like the simpleness of Raven Crowking's ruleset.

Thank you.

I was a little worried that my post might be taken as some kind of completely unrelated self-promotion.

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 system my rules are written for includes skills that max out at 16 ranks, so you'll want to take that into account when you consider crossing rules. So, you probably want to up the DCs!

Best of luck,

RC
 

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