• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Playing Like Celebrim - Guidelines for Stunts

Celebrim

Legend
Guidelines for Handling Stunts

Invariably, particularly during combat, players will propose actions that do not easily or at least obviously correspond to normal combat maneuvers. Usually these players are seeking some sort of advantage they imagine that they can obtain in the situation by doing something specific rather than something more abstract like simply “I attack the orc.” Instead, the player may say something like, “I run toward the melee, jump up on the table, and swing my great axe in an arc at all three orcs!” Within the rules, these unusual and often daring propositions are collectively referred to as ‘stunts’.

On the one hand, this is a very laudable proposition by the player. The player here is doing exactly what he should be doing in a role playing game. He is imagining the environment and seeking to concretely interact with it. He is engaged in the story and taking an active role in the story telling. And he is protagonizing his character in a way that is dramatic and cinematic, and so entertaining to the GM, the other players, and presumably the player himself. Propositions like the above make for far more memorable scenes and are far more likely to be fondly recounted later than several rounds of combat were players just declare they attack and roll a dice.

On the other hand, such propositions have a number of potential pitfalls. First, such propositions create extra work for a GM by forcing them to rule on a situation without clear guidance by the rules. Secondly, there is the problem that if the action is rewarded with success, it’s likely to be repeated again and again as a standard maneuver and what was once creative and memorable will become rote and trite. And thirdly, there is the problem that when a player evades restrictions on what their character can accomplish and does things that aren’t on the character sheet – like getting extra attack actions he isn’t normally qualified for - it invariably shifts spotlight to the player at the expense of the other players in the game. This may lead to situations where each player feels the need to one up the other player just to get his share of the spot light, or feelings that the DM is showing favoritism, or even that the game itself has become ridiculous and unfair since it is no longer bounded by reasonable and knowable restrictions on what a character is allowed to do.

Most GMs try to resolve this problem in one of two ways. Some GMs have been burned sufficiently often by players that they get in the habit of saying “No” to all creative propositions. Either they literally say, “No, you can’t do that, it’s against the rules.”, or they allow the action but treat it just like a normal attack, or they make the player leap through a bunch of difficult hurdles and hoops only to obtain no real advantage that makes the attempt worth it. GMs that adopt this approach end up suppressing their player’s creativity and feeling of self-worth, and may break emersion by having the rules be more important than the player’s sense of verisimilitude. The more creative players at the table may become dissatisfied and simply drift away. Players with the main play motivation of having shining moments of awesome where they garner the accolades of other players may become bored or resort to system mastery, cheating or metagaming to try to obtain the results they want.

On the other hand, some GMs in an effort to not be ‘that GM’ adopt the habit of always saying “Yes” to every creative proposition. While these GMs don’t stifle their player’s desirable creative impulses, their games often take on a gonzo character, with players proposing all sorts of wild ideas with the expectation that the GM will unequivocally validate their requests. The more aggressive and creative players at the table may end up making propositions in the form of demands, with the expectation that the DMs role is only to validate their inevitable success. Rejections of these demands will likely provoke argument and even anger. The GM will often end up introducing rulings that imbalance the game, as characters will in effect have many reliable powers not listed on their character sheet. In the worst case, there is hardly a point in investing in character abilities, as well meaning or pushover DMs allow any ability to be easily duplicated. Players who primarily play the game to challenge themselves and who enjoy solving tactical problems with limited resources may become dissatisfied both with what they see as their own unwanted ability to break the rules, and with other players spotlight stealing behavior. The GM themselves may perhaps be counted in this group, as they find their game increasingly hard to manage from the standpoint of balance and challenge. And perhaps worst of all, the very creativity they intend to encourage, may actually be harmed by saying “Yes” to everything. If “Yes” is the answer to everything, players have no incentive to tailor their propositions to the environment they find their characters in, or to take risks proportional to the reward, or even to vary their requests from situation to situation. What may seem charming and exciting when first tried, becomes tired and grating when attempted for the fifth or tenth time.

Some systems try to steer the GM to a middle way through a mechanical solution. For example, they may suggest that if a player proposes a stunt they receive at the DMs option a static bonus of some sort. Or they may give all players a certain amount of narrative resources that can be spent to buy stunts. In my opinion, neither system works very well. The standardized mechanical approach quickly becomes as rote and unimaginative as just saying “Yes”. The narrative approach stifles the very impulse that causes players to propose stunts, by just making stunts just another game resource to be tactically utilized. Indeed, while these rules allow players to spend Destiny Points in order to engage in actions that could be considered stunts, like using feats or skills that they don’t actually have, a GM should not consider that to be how these rules intend most stunts to be resolved.

Actually ruling on and resolving propositions well is as much an art as a science, and as the number of propositions that a player can make are basically infinite and often unique. No single system or technique can truly cover them all well. Instead, each troubling proposition that a player makes should be considered a sort of wicked problem requiring an equally unique solution. There can therefore be no firm rules regarding stunts - only good guidelines. What these guidelines will attempt to do is arm the GM with a set of tools already present within the rules which can be used in combination to resolve most any situation the GM may be asked to rule on. The truth is, the only good solution to resolving a player’s creative and inventive proposition, is to be equally creative and inventive.

In general, a GM’s goal should be to break down each proposition into components that are already covered by the rules.

#1: Avoid giving something for nothing – At each step in process, make sure that the whole you are arriving at balances some risks with some benefits. The balance need not be even, but there should be some risk that the player understands he is taking, and some tangible benefit the player recognizes he has received when everything works out. It may be that the player gets less benefit than risk, or less risk than benefit, depending on how suitable to the tactical situation his request actually is and how suitable the character’s skills are for fulfilling a player’s vision, but the goal here is for the player to see both sides of the problem and to see that the solution you are offering is as fair as you can manage. When in doubt though, it’s better to err on the side of being generous. There should be at least a chance of success, and in particular some character ought to be able to carry off the stunt even if this particular PC with low dexterity and a sack full of gold on his back might not. Likewise, there should be at least some potential benefit. Keep in mind that just because a particular character can trivially pay a cost, doesn’t make it less of a cost. For example, players with higher level characters may frequently propose a stunt which depends on a skill check that they can trivially pass and indeed cannot fail. You need not impose any higher burden on such characters, as the cost of performing such a stunt was paid during character creation and advancement, and the ability to perform stunts using such skills is the player’s due reward.

#2: Map the request to its nearest analogue in the rules - For example, a typical feature of most stunt propositions is that they are reckless attacks. A simple reasonable interpretation of a stunt may be that the player has just creatively expressed the desire for his character to take the offensive fighting stance, throwing himself into the melee with abandon. Therefore, you can as a DM assume that this has happened and apply to the character’s attack the benefits and penalties thereof. In the case of the example proposition with which we opened this discussion, that is one reasonable interpretation. Likewise, depending on the circumstance, it may be reasonable to rule that the player has simply declared a charge attack in a more colorful manner. Another common example is to declare a stunt which corresponds well to a normal combat maneuver. For example, a player may declare his desire to jump on the back of a monster and begin stabbing it in the neck. This attack, colorful though it may be, is actually little more than initiating a clinch maneuver with the monster in question, and most of the actions that he may attempt during this clinch correspond to things already covered by the rules since it is precisely these sort of situations for which the clinch maneuver was created. The same sort of thing applies to tricks like pulling the carpet out from under a foe, which can and probably should be interpreted as nothing more difficult to adjudicate as a trip combat maneuver with an improvised weapon. As a GM in this situation, you need only interpret the request according to whatever standard maneuver is most favorable to the player’s circumstances and apparent intention.

This approach works well because the standard rules already do not give the player something for nothing. Each choice that a player makes in combat has both benefits and disadvantages. Likewise, the rules already give players opportunity to create characters that are more skillful at certain maneuvers, thereby encouraging more stunts of a particular sort.

#3: Rely on circumstance modifiers: Returning back to the example of the great axe wielding adventurer attacking the orcs, it is clear that the whole intention of the stunt covers more areas than are covered by charging or adopting an offensive fighting stance. Consider the matter of the table. This too is also an area of the game already covered by the rules. Characters attacking from higher ground receive a standard +1 circumstance modifier to hit a target. It remains to resolve only the matter of how the player got up on the table, which is likewise an area covered by the rules – the PC needs to make a jump check. The rules provide for the GM to apply circumstance modifiers to propositions using their best judgment. Sometimes suggested modifiers have been provided for the circumstance, such as the standard +1 modifier for attacking from higher ground. But the option is left open ended precisely with stunts in mind. In general, depending on how appropriate the stunt is to the circumstances and how well thought out the plan, a GM should apply a +1 to +3 modifier to the player’s chance of success. Giving a +1 modifier to hit in exchange for the player engaging with the environment creatively never hurt any campaign. In general, such minor advantages require the investment of only small costs – making oneself an obvious target, or passing a fairly easy skill check.

#4: Set stakes for any additional advantage above and beyond small modifiers: In the example stunt involving the great axe wielding player wanting to attack three orcs, the player proposed that their character would “swing my great axe in an arc at all three orcs”. This action can be mapped to a near mechanical equivalent in the rules – usually feats such as Cleave or Whirlwind Attack. If the character in question already has such feat and using it in the situation would be legal, then all is well and good. If not, consider what the effects of granting the player access to a one time use of a feat would be. It may be helpful to measure just how advantageous granting the player’s request would be by counting the number of rules the player is asking to break:

  • How many prerequisites for a particular feat is a player missing? Count each as breaking one rule.
  • Do the prerequisites for the feat involve trained only skills, class skills, or class related abilities for a class that the player does not have? If so, count this as breaking an additional rule.
  • If the player had the feat, would it be legal to use in the current situation? Count each way using the feat or ability would not normally be legal as one breaking of the rules.

In the case of Whirlwind Attack, treating the character’s proposition as using a Whirlwind attack in this situation would likely by breaking a fairly large number of rules, as that feat has a very large number of prerequisites and normally requires a full attack action. Cleave on the other hand normally has only two prerequisites, one or more of which a great axe wielding attacker may already qualify for. In most situations, you should prefer to resolve the stunt in such a way that the fewest rules are broken but for higher level characters as they become more skillful you may sometimes prefer to resolve stunts in favor of higher risk and higher reward for dramatic purposes.

If a positive rule breaking advantage is to be earned, there should be a corresponding risk to be accepted in the event that the stunt fails. A negative stake should by created with recourse to the rules and commiserate to the level of benefit that the player is seeking from the positive stake. Examples of negative stakes include:

  • The stunt simply fails, causing the PC’s action to be wasted.
  • The character not only misses but automatically threatens a fumble.
  • The action not only fails, but the character draws an attack of opportunity.
  • The character automatically suffers a fumble or suffers a fumble of a type selected by the DM as appropriate to the situation.
  • In the case of a stunt that depends on a jump, climb, balance or similar check, the character suffers the consequences of failing a skill check of that sort.

Once the stakes are decided on, assign a difficulty to the stunt and suggest a skill or ability that will be used to test whether the stunt succeeds or fails. A suggested DC is 10 + 5 per rule that the stunt breaks. This skill or ability should be relevant to the situation and may be suggested by the prerequisites for the stunt the player is attempting. In the case of attempting to Cleave without actually having the feat, you may require a Strength check. In the case of other stunts, a Balance, Sleight of Hand, Tumble, Tactics, Dexterity, Intelligence or even a combat maneuver check or a Reflex save might be appropriate. Ideally, the test you choose should be related to both the task being accomplished and the character’s particular approach to problem solving. However, if the player proposes a stunt that might be easy for a different PC but is really a stretch for the character’s normal skill set, don’t be afraid to ask for a skill that plays against the character’s strengths. If you don’t do that, you risk causing one of the other players to feel they have no role in the party, and no unique way to shine.

#5: Fewer rolls are better than more rolls: Resolving a stunt should ideally take very little time and not disrupt play. If you ever have some doubt as to whether a roll is necessary for establishing the fiction or whether its failure or success adds much to the scene, it’s best to drop it.

The game is already complex as it is. For example, in the case of the first stunt we looked at of jumping up on a table and trying to cleave three orcs, regardless of what we make of the stunt, resolving this action still involves one or more to hit rolls, one or more damage rolls, and potentially one or more threats of a critical hit. We should as much as possible try to simplify whether the stunt succeeds down to one additional roll. The temptation in a stunt will usually be to check every possible failure case at every step. Not only does this mean stunts are very likely to not come off, discouraging players from attempting them, but resolving the stunt will slow down play sufficiently that it will lose some of its excitement.

In the case of jumping up on the table, you’ll need to decide whether the jump is sufficiently heroic to bother testing it in addition to testing whether the character will benefit temporarily as if acting with an additional feat. In most cases the answer should be, “No.” Jumping up on the table isn’t a particularly heroic act and it’s just not worth testing, and the failure case of failing to jump on the table can be incorporated into stakes of testing the stunt. Fortunately, in many cases, the character that attempts this action will have more than sufficient strength and skill to complete such a jump with no chance of failure anyway. And if the chance of failure is particularly small, don’t bother. The only time therefore you should bother testing the jump itself is when it truly risky for a character of a particular level of skill. For example, the player of a character wearing full plate, with a 50lb backpack on his back, and having no ranks in jump should probably think hard before proposing stunts involving jumping nimbly about, as his character is ill-suited for such things and perhaps should adopt a more conservative approach that plays to his strengths.

In general, players of characters with many skill points should be encouraged to try stunts, as the character’s abundant skill and access to skills needs to be considered part of what balances the character against other adventurers with more combat abilities or the ability to perform reality bending and rules breaking magic. Even better, their high degree of skill likely to allow them to automatically succeed at most such endeavored facilitating speedy play. In general, at lower levels, players will find performing heroic stunts somewhat difficult, and as a DM you’ll be justified in leading them through the process at some length. Be sure to reinforce the idea that stunt propositions are welcome, and that while perhaps at low level they are often doubtful, they should expect at higher levels to perform all sorts of crazy acts commiserate with their increasing powers. Once players begin to get a feel for how you will rule, they will tend to tailor their propositions to what they reasonably believe they have a chance of succeeding in based on past propositions and play should typically speed up as both sides of the table gain experience in handling creative play.

In the following sections, I'll examine practical cases and append any house rules I reference in the text.
 
Last edited:

log in or register to remove this ad

Example Stunt Resolutions, part 1

Example Stunt Resolutions

1) “I run toward the melee jump up on the table and swing my great axe in an arc at all three orcs!”

  • Treat this as a charge.
  • A running jump on to a table is of low DC. Don’t test it unless the character is lacking in the heroic department when it comes to jumping. Being on the table and thus the higher ground gives a +1 circumstance modifier ‘to hit’. We don’t need to balance that because the advantage obtained is small and the player’s position up on the table has natural disadvantages in making himself a target or even opening himself up to stunts like knocking him off the table.
  • Wanting to make a single attack on all three orcs is similar to what would be allowed by feats in the Cleave tree. If the character is a typical low level fighter with 16 STR, but neither Power Attack nor Cleave, then just to have a chance of cleaving involves breaking two rules. Set a DC of 20 for minimally succeeding, tested against the character’s strength. On failure, the character will draw an attack of opportunity from one of the orcs, which is balanced against what the player wants to achieve (additional attacks). Remember, even if he succeeds in his stunt, the player still has to hit and drop the orc to make a second attack. If you are generous, a success of 25 or better can be treated as a Great Cleave.

Total Results: +3 to hit, -2 to AC for one round, and on a DC 20 strength treat the character as having Cleave for one round. On failure, the character draws an attack of opportunity as a result of his clumsy reckless attack. If the character had power attack, but not cleave, the DC should be 15.

2) “I jump on the bulette’s back and begin stabbing it in the neck.”

  • As previously mentioned, this seemingly complex stunt is at its heart no more than specifying a clinch maneuver in natural language. Handling this maneuver is covered in great detail in the rules for the clinch maneuver. As mentioned within the clinch rules, the nature of this proposition makes it particularly suited for allowing the player to substitute his climb skill for his BAB when attempting the maneuver. Walk the PC through the elements of a clinch if they are unfamiliar with the rules. In particular, the player of a rogue or similar character may wish to resolve “stabbing it in the neck” as the standard maneuver to go after the vitals as described in those rules, rather than risking a stunt in order to achieve advantage on attacks in this situation.
  • Called shots are generally not recommended in D&D rules or other rules with generally abstract wounds, as they quickly become imbalanced. In many cases, just being in the clinch is enough to represent this situation, but if it would be of some advantage to the player to risk it “stabbing the creature in the neck” can be resolved in this as if they had a feat such as “Chink in the Armor”. Allow the character to make a combat maneuver check against DC 25 (assuming that they lack prerequisites, less if they are nearly qualified for such a feat). Depending on the character, in this situation you could also test Ride or Climb. Remember when deciding what to test, to highlight what a character is actually good at. On success, allow them to attack as if they had the “Chink in the armor Feat”. On failure, assume the character slide off the beasts back while they tried to line up their weapon, and as such the attack automatically failed and the clinch has been broken.
  • Alternatively, you could allow a character to resolve “stabbing the creature in the neck” as breaking the rule that you have to be in a clinch for at least around before you can attack the vitals. Note this normally requires an opposed check, so the DC should be not less than 5 more than what the character would face attempting another opposed check. Again, if the check fails, the appropriate penalty is that in the character’s haste they lost their grip and the clinch has been broken.

Total Results: If the clinch is successful the player will generally be at +4 to hit and +4 to AC until the clinch is broken. If they pass a combat maneuver check, the AC of the Bulette will be reduced by 6 versus a single attack. If they fail, the attack and the clinch has been wasted.

In general, the clinch maneuver can be used to handle a wide variety of situations of similar flavor. All of the following could be examples of clinches:

  • Two fencers locking swords, and proceeding to attack each other with their main gauche.
  • A pair of sows tossing each other to stay away from the others tusks.
  • A dwarf charging in and fighting nimbly beneath the feet of a frost giant while it flails wildly at the ground.
  • A Halfling clamoring up an ogre to stab him in the chest.
  • A pugilist clinching another boxer and then launching short swift uppercuts into his belly and jaw.
  • An elf pulling off a stunt where he runs up the chain of giant troll’s flail, then balances on his back to fire arrows into its skull.
  • A warrior mounting an unwilling griffin and then hacking at his wings.
  • A pack of rats covering a character by scrambling up his legs.
  • A stirge landing nimbly on a character’s back in order to drink blood.

3) “I hurl myself off the balcony and land feet first on the assassin.”

  • There are two basic elements of this stunt. The easier part is dealing with the jump off the balcony, which requires only player have sufficient jump skill to clear the intended distance, and is able to make a successful attack. As usual, it’s a good idea to treat this sequence as a reckless charge attack, applying appropriate modifiers to hit and penalties to AC.
  • The harder part of this stunt is dealing with the damage inflicted as a consequence of a person landing on them, as well as dealing with the damage potentially inflicted on the person who made the jump. The easiest solution is to simply treat this as normal falling damage, and apply the possibility of damage symmetrically to both the one that fell and the target. If you wish to encourage this sort of thing, you can allow the leaping character to reduce their falling damage with jump and tumble checks as normal.
  • It's worth noting that the DM doesn't have to add any additional negative stake to a stunt like this: the risks on failure when attempting a stunt like this are pretty straight forward and are already implicitly staked by the player's proposition. If the player fails, he's not only going to do nothing to his foe, but he will still have to deal with the consequences of having fallen, and he may well draw an attack of opportunity from his foe if the foe is in any way alert to the danger.

Total Results: Treat this as a reckless charge, as if the character was both charging and using an offensive fighting stance, which for most characters means a +4 to hit and -6 penalty to AC. Ignore the jump check unless it is not trivial, and allow the character to make an unarmed attack on the target. If successful, the attack inflicts bonus damage equal to the damage that the leaping character would take in falling that distance. Normally, a creature is treated as yielding ground. The leaping character also may take damage from the fall, but may mitigated the damage with tumble or jump checks since the fall is controlled. Note that if the character feather falls or employs some other extraordinary means of slowing the fall, no bonus damage should be inflicted!
If the target is prepared for the attack, and sets a weapon such as a spear or if the character draws an attack of opportunity, the DM is justified in applying bonus damage to the leaping character just as if he was falling onto spikes or a spear... because that is just what is happening.

4) “I leap off the back of the wagon, and tackle the hobgoblin rider off his horse.”

  • Fundamentally, this is just a variation of example #3 above, and all the same discussion applies to it.
  • The only additional complexity is that the character is not attempting a standard attack, but is attempting to 'trip' the foe off of their horse so as to dismount them. Apply the rules for dismounting a rider normally as described under the trip maneuver. Alternately, you could treat this as an Overrun maneuver, if the attacker prefers and is eligible for such a maneuver; however, unless the attacker has Improved Overrun, the rider has the opportunity to just evade such a clumsy attack.

5) “I yank on the carpet the two robbers are standing on.”

  • At the core of this stunt is simply a standard combat maneuver, which in this case is an attempt to trip an opponent.
  • The only thing that makes it unusual is the unusual weapon with which the attack is being made, which is a rug. But this can be handled rather simply by noting that the rug is just an improvised weapon which has the unusual property of attacking one or more opponents at the same time. If the rug is sufficiently large, the trip can be attempted without drawing an attack of opportunity. Simply apply a -4 penalty to the player’s combat maneuver check. Targets that fail to resist are tripped. To give a color of realism, apply a -2 circumstance penalty per character on the rug beyond the first to account for the increased weight. Likewise, you may want to apply a penalty if the rug is rather unsuited to the trick owing to its size or other features.

Total Results: Allow the player to make a ranged trip attack against both targets with a -6 penalty on the player's combat maneuver check.
 
Last edited:

Example Stunt Resolutions, Part 2

6) “I leap on the chandelier, swing out over the ballroom and kick Sir Rodrigo!”

7) “I grab both of the guards and knock their heads together.”

8) “When the orc charges me, at the last second I’m going to jump out of the way so that the orc flies right off the cliff.”

9) “I shoot the chain holding the chandelier up with my arrow so that will fall on the goblins.”

10) “I roll the wine barrel down the staircase at the goblins.”

11) “I grab the bookcase and pull it down on top of the goblin.”

12) “I grab up the brazier, run at the goblins and clothesline them with it.”

13) “I pick up the goblin and hurl him off the cliff.”

14) “I pick up a chair and break it over the ruffians back.”

15) “I grab the goblin by the neck and start choking him.”
 


Remove ads

Top