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<blockquote data-quote="Raven Crowking" data-source="post: 5504574" data-attributes="member: 18280"><p>Probably irrelevant, but the stunts/manoeuvres rules were one of the hardest parts to get "right" in terms of writing my own hack.  They are too good in the Beta; they are just right around the table now.</p><p></p><p>As it turns out, I used a system where all of the following are true:</p><p></p><p>(1)  Doing a stunt reduces your overall effectiveness.</p><p>(2)  It does so even more if you explictly try to <em><strong>avoid</strong></em> doing damage.</p><p>(3)  It does so even more if you attempt to perform a stunt that has an increased effect.</p><p>(4)  Fighters can spend resources to become more proficient at stunts, reducing their penalty, and, eventually, making the stunt easier than simply hitting.</p><p></p><p>What this has done is to create a series of fighters who actually develop personal fighting styles, based on what they are designed to be good at.  It also encourages attempting things that you are not necessarily good at, but which make sense and offer an obvious benefit.</p><p></p><p>For instance, I am currently using Savage Tide as a playtest adventure, and in part 1, one of the PCs used a stabbing weapon to nail a monster (those of you who know the adventure know which) to the deck of a ship.  Later on, when they encountered another of the same type of monster, the player asked what the floor was made of, and concluded that the trick couldn't be repeated because it was stone.</p><p></p><p>From where I sit, both incidents were all kinds of cool, and demonstrate what a good stunt system should do:</p><p></p><p>(1)  Encourage stunts,</p><p>(2)  Make stunts dependent upon the fictional space (i.e., the players must engage in the fictional space to determine what stunts to try), and</p><p>(3)  Make stunts tactical (i.e., there is some trade-off between just swinging and trying something more complex.</p><p></p><p>YMMV.</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5504574, member: 18280"] Probably irrelevant, but the stunts/manoeuvres rules were one of the hardest parts to get "right" in terms of writing my own hack. They are too good in the Beta; they are just right around the table now. As it turns out, I used a system where all of the following are true: (1) Doing a stunt reduces your overall effectiveness. (2) It does so even more if you explictly try to [i][b]avoid[/b][/i][b][/b] doing damage. (3) It does so even more if you attempt to perform a stunt that has an increased effect. (4) Fighters can spend resources to become more proficient at stunts, reducing their penalty, and, eventually, making the stunt easier than simply hitting. What this has done is to create a series of fighters who actually develop personal fighting styles, based on what they are designed to be good at. It also encourages attempting things that you are not necessarily good at, but which make sense and offer an obvious benefit. For instance, I am currently using Savage Tide as a playtest adventure, and in part 1, one of the PCs used a stabbing weapon to nail a monster (those of you who know the adventure know which) to the deck of a ship. Later on, when they encountered another of the same type of monster, the player asked what the floor was made of, and concluded that the trick couldn't be repeated because it was stone. From where I sit, both incidents were all kinds of cool, and demonstrate what a good stunt system should do: (1) Encourage stunts, (2) Make stunts dependent upon the fictional space (i.e., the players must engage in the fictional space to determine what stunts to try), and (3) Make stunts tactical (i.e., there is some trade-off between just swinging and trying something more complex. YMMV. RC [/QUOTE]
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