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How does IH actually play?
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<blockquote data-quote="McBard" data-source="post: 3455294" data-attributes="member: 14934"><p>I was initially excited about the idea of this, but in play was very turned off by it because of having to make a somewhat time consuming d20 check [the stunt check] in order merely to find out if you get a fairly modest bonus <em>to a second d20 check</em> [the attack roll]. This approach reads well theoretically (and would seem to encourage "exciting maneuvers" and such), but the rule's game play, ironically, has the opposite effect by unexcitingly slowing game-play down.</p><p></p><p>However, IH's stunt system failure did lead me to develop more of the way I think something like this should be done. I now have a broader system for sacrificing move actions to grant automatically bonuses. </p><p></p><p>Quick example: use a move action to grant yourself a +1 bonus to whatever you want that round. In core d20 games, low level characters without iteratives usually end up using a standard action to attack once..and just "wasting" their move action by not having other options to use it on other than moving their Speed. In my "move action stunt system" they have a round-by-round tactical choice of buring the move action not merely to move their Speed, but to either grant a +1 bonus to attack (the "offensive tactic") or perhaps a +1 bonus to defense (the "defensive tactic"), just to cite a couple of examples. (And, yes, I have a mechanic that rewards high level characters even more bonsuses should they sacrifice a move aciton--and thus all their iteratives--to perform a "stunt".</p><p></p><p>Without going fully into the system, my point is that the sacrifice of the bonus is imbedded in the move action mechanic, NOT in extra dice rolls. It's an automatic choice that the player makes tactically each round.</p><p></p><p>Btw, rycanada, I love this approach:</p></blockquote><p></p>
[QUOTE="McBard, post: 3455294, member: 14934"] I was initially excited about the idea of this, but in play was very turned off by it because of having to make a somewhat time consuming d20 check [the stunt check] in order merely to find out if you get a fairly modest bonus [I]to a second d20 check[/I] [the attack roll]. This approach reads well theoretically (and would seem to encourage "exciting maneuvers" and such), but the rule's game play, ironically, has the opposite effect by unexcitingly slowing game-play down. However, IH's stunt system failure did lead me to develop more of the way I think something like this should be done. I now have a broader system for sacrificing move actions to grant automatically bonuses. Quick example: use a move action to grant yourself a +1 bonus to whatever you want that round. In core d20 games, low level characters without iteratives usually end up using a standard action to attack once..and just "wasting" their move action by not having other options to use it on other than moving their Speed. In my "move action stunt system" they have a round-by-round tactical choice of buring the move action not merely to move their Speed, but to either grant a +1 bonus to attack (the "offensive tactic") or perhaps a +1 bonus to defense (the "defensive tactic"), just to cite a couple of examples. (And, yes, I have a mechanic that rewards high level characters even more bonsuses should they sacrifice a move aciton--and thus all their iteratives--to perform a "stunt". Without going fully into the system, my point is that the sacrifice of the bonus is imbedded in the move action mechanic, NOT in extra dice rolls. It's an automatic choice that the player makes tactically each round. Btw, rycanada, I love this approach: [/QUOTE]
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