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*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="Starfox" data-source="post: 6151504" data-attributes="member: 2303"><p>Such abilities can mot easily enter the game in three forms; as stunts, as feats, or as class abilities.</p><p></p><p>As stunts, anyone can do them, given they have the skills to make it believable. We discussed that earlier.</p><p></p><p>As feats/class abilities, only those who have taken the feat can do this reliably, or at least the feat facilitates the action greatly. This can be great for some kinds of abilities, but severely limits the "stuint space" available to everyone. Leadership is an example of such a feat, as is the rogue's Trapfinding and the ranger's Hide in Plain Sight.</p><p></p><p>A good method of working on this (that I've used making my homebrew) is to first think up what what any skilled hero should reasonably be able to do - this is the stunt. The you can invent feats/class abilities that enhances the ability further.</p><p></p><p>Example: The infiltration ability discussed earlier.</p><p></p><p>DC: Highest Spot among opposition.</p><p></p><p>Time: One hour.</p><p></p><p>Roll: Pick four of the following skills. Climb, Stealth, Disguise, Knowledge (local), Profession (valet or cook) (etc, etc). Test each skill against the the DC. One success lets you carry out the infiltration. Each failed roll adds a complication (yadda yadda).</p><p></p><p>Failure: You are discovered as a freeboter and forcibly ejected out of the castle, taking 2d6 damage in the process.</p><p></p><p> </p><p>Feat: Infiltrator</p><p></p><p>You can do an infiltration stunt in 15 minutes (instead of the normal hour) and get a +4 bonus on all related die rolls.</p><p></p><p></p><p><strong>Edit</strong>: This is more an example of an outline that a concrete suggestion for how this is to work in detail.</p><p></p><p></p><p></p><p>Only now I understood this expression - I read it as "Mother May" and wondered if this was a literary reference to a a character named May. ^^</p></blockquote><p></p>
[QUOTE="Starfox, post: 6151504, member: 2303"] Such abilities can mot easily enter the game in three forms; as stunts, as feats, or as class abilities. As stunts, anyone can do them, given they have the skills to make it believable. We discussed that earlier. As feats/class abilities, only those who have taken the feat can do this reliably, or at least the feat facilitates the action greatly. This can be great for some kinds of abilities, but severely limits the "stuint space" available to everyone. Leadership is an example of such a feat, as is the rogue's Trapfinding and the ranger's Hide in Plain Sight. A good method of working on this (that I've used making my homebrew) is to first think up what what any skilled hero should reasonably be able to do - this is the stunt. The you can invent feats/class abilities that enhances the ability further. Example: The infiltration ability discussed earlier. DC: Highest Spot among opposition. Time: One hour. Roll: Pick four of the following skills. Climb, Stealth, Disguise, Knowledge (local), Profession (valet or cook) (etc, etc). Test each skill against the the DC. One success lets you carry out the infiltration. Each failed roll adds a complication (yadda yadda). Failure: You are discovered as a freeboter and forcibly ejected out of the castle, taking 2d6 damage in the process. Feat: Infiltrator You can do an infiltration stunt in 15 minutes (instead of the normal hour) and get a +4 bonus on all related die rolls. [b]Edit[/b]: This is more an example of an outline that a concrete suggestion for how this is to work in detail. Only now I understood this expression - I read it as "Mother May" and wondered if this was a literary reference to a a character named May. ^^ [/QUOTE]
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