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How do you handle 'special' actions in your game?
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<blockquote data-quote="Stormonu" data-source="post: 5066970" data-attributes="member: 52734"><p>I have the bad tendency to downplay unusual antics, but if my players can come up with something inventive or "neat", I'm getting slowly better about letting them just try it.</p><p></p><p>However, I ran across another game system that used something called "Momentum". It used the basic idea that the better the players are doing against their enemy, the more wahoo tricks they can pull off. It was designed for a somewhat low-magic, % system, but I think these rules might emulate it.</p><p></p><p>- When a character exceeds hitting a target by 5 or more (or a creature fails a save by 5 or more), they get 1 momentum point for every 5 points they exceed the required to-hit roll by. A critical hit gives +1 momentum points.</p><p></p><p>- A character can spend momentum on their turn or another PC's turn. They can spend the momentum for their own actions or their ally's actions. It translates in a +1 bonus to hit, +1 bonus to damage, or +1 bonus to save for every momentum point spent. Conversely you can spend 2 momentum points for an extra action or to attempt a "stunt". HOWEVER, the trick is, you have to describe <em>how</em> and <em>why</em> the player gets the bonus.</p><p></p><p>- momentum lasts until your next turn. You can't save it from round to round.</p><p></p><p>For example, say the characters are fighting a couple of trolls. The fighter goes first and gets off an attack that exceeds the troll's AC by 8 points. He gets 1 point of momentum to spend for his efforts.</p><p></p><p>Next, the wizard goes and unleashes a Hold spell against the other troll. The troll fails his save by 5. The wizard gets a point of momentum.</p><p></p><p>The next character to go would be the rogue. Unfortunately, the trolls aren't surprised and positioned in such a way the rogue can't flank the troll the fighter is attacking. The wizard and the fighter decide to spend their momementum to give the rogue a stunt that allows him to flank the troll and get his sneak attack. The players have to come up with a description to explain <em>how </em>the rogue gets his sneak attack. They decide to describe the troll overwhelmed by the fighter's ferocious attacks and distracted by the wizard's sudden "petrification" of his companion, allowing the rogue to slide up unnoticed and slip his sword into the distracted troll's side.</p><p></p><p>That's a mundane example, but the players could use momentum for all sorts of crazy and elaborate tricks. And generally, since it usually only works when the players are already winning, it rarely unbalances anything - it generally just helps a group have fun with what might otherwise be a "mundane" combat.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5066970, member: 52734"] I have the bad tendency to downplay unusual antics, but if my players can come up with something inventive or "neat", I'm getting slowly better about letting them just try it. However, I ran across another game system that used something called "Momentum". It used the basic idea that the better the players are doing against their enemy, the more wahoo tricks they can pull off. It was designed for a somewhat low-magic, % system, but I think these rules might emulate it. - When a character exceeds hitting a target by 5 or more (or a creature fails a save by 5 or more), they get 1 momentum point for every 5 points they exceed the required to-hit roll by. A critical hit gives +1 momentum points. - A character can spend momentum on their turn or another PC's turn. They can spend the momentum for their own actions or their ally's actions. It translates in a +1 bonus to hit, +1 bonus to damage, or +1 bonus to save for every momentum point spent. Conversely you can spend 2 momentum points for an extra action or to attempt a "stunt". HOWEVER, the trick is, you have to describe [I]how[/I] and [I]why[/I] the player gets the bonus. - momentum lasts until your next turn. You can't save it from round to round. For example, say the characters are fighting a couple of trolls. The fighter goes first and gets off an attack that exceeds the troll's AC by 8 points. He gets 1 point of momentum to spend for his efforts. Next, the wizard goes and unleashes a Hold spell against the other troll. The troll fails his save by 5. The wizard gets a point of momentum. The next character to go would be the rogue. Unfortunately, the trolls aren't surprised and positioned in such a way the rogue can't flank the troll the fighter is attacking. The wizard and the fighter decide to spend their momementum to give the rogue a stunt that allows him to flank the troll and get his sneak attack. The players have to come up with a description to explain [I]how [/I]the rogue gets his sneak attack. They decide to describe the troll overwhelmed by the fighter's ferocious attacks and distracted by the wizard's sudden "petrification" of his companion, allowing the rogue to slide up unnoticed and slip his sword into the distracted troll's side. That's a mundane example, but the players could use momentum for all sorts of crazy and elaborate tricks. And generally, since it usually only works when the players are already winning, it rarely unbalances anything - it generally just helps a group have fun with what might otherwise be a "mundane" combat. [/QUOTE]
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How do you handle 'special' actions in your game?
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