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Stunting and the Bag of Flour Connundrum
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<blockquote data-quote="Miphon" data-source="post: 4838466" data-attributes="member: 84014"><p>I think a lot of it comes down to what level of benefit the players think they can obtain from a stunt or non-standard combat tactic. It's hard to adjudicate this in the midst of a game session, but I think that most repeatable stunts should only be as powerful as an at-will power, while stunts that are heavily dependent on environmental factors could provide more benefit as a way of rewarding players for thinking of interesting ways to interact with the combat's setting/terrain.</p><p> </p><p>Despite whatever ruling you might come up with in the middle of the game, hopefully your players are open to you coming back to them afterwards with a more "formalised" ruling on how a particular stunt or tactic works. For repeatable tactics, this gives you an opportunity to research powers or abilities with similar effects so that you can make sure that you're not giving your players too much benefit for something they don't have to spend a feat or power to obtain.</p><p> </p><p>An example from my game is when I decided that the bad guy wanted to get out of combat with the PCs but couldn't do so without drawing 3 attacks of opportunity. I noticed that he had a high Acrobatics skill so I decided that he would try to perform some kind of tumble as part of his move. I didn't want this maneuver to give him the same benefit as the rogue utility power Tumble, so I decided that he would make a Acrobatics check and gain +2 to AC against a PC's opportunity attack if he suceeded against their Reflex defence. The bad guy rolled successfully, but still got hit with one of the OAs and was subsequently taken down before he could flee the combat.</p><p> </p><p>Later on, the party's rogue decided that he wanted to try the same tactic to get into a better position without taking a lot of opportunity attacks and asked if he could try to perform the same stunt he'd seen the NPC use. I allowed him to try and his maneuver was successful, but unfortunately for him, he still got hit with 3 of the 4 opportunity attacks his movement provoked.</p><p> </p><p>After the game was over, I decided I needed to write up a formal version of this stunt and used some of the abilities provided in the skills section of the PHB as a template. In this case, I haven't changed the level of benefit the player receives if the maneuver is successful, but have instead put a restriction on the number of times it can be used per encounter similar to the use of the Bluff skill to feint in combat or to create a diversion to hide. I'm now satisfied that this ability will provide a benefit to the player when he attempts to use it, but that it's not going to be something he will use constantly. Admittedly, his last experience with trying this stunt may discourage him from ever trying this again... <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p></blockquote><p></p>
[QUOTE="Miphon, post: 4838466, member: 84014"] I think a lot of it comes down to what level of benefit the players think they can obtain from a stunt or non-standard combat tactic. It's hard to adjudicate this in the midst of a game session, but I think that most repeatable stunts should only be as powerful as an at-will power, while stunts that are heavily dependent on environmental factors could provide more benefit as a way of rewarding players for thinking of interesting ways to interact with the combat's setting/terrain. Despite whatever ruling you might come up with in the middle of the game, hopefully your players are open to you coming back to them afterwards with a more "formalised" ruling on how a particular stunt or tactic works. For repeatable tactics, this gives you an opportunity to research powers or abilities with similar effects so that you can make sure that you're not giving your players too much benefit for something they don't have to spend a feat or power to obtain. An example from my game is when I decided that the bad guy wanted to get out of combat with the PCs but couldn't do so without drawing 3 attacks of opportunity. I noticed that he had a high Acrobatics skill so I decided that he would try to perform some kind of tumble as part of his move. I didn't want this maneuver to give him the same benefit as the rogue utility power Tumble, so I decided that he would make a Acrobatics check and gain +2 to AC against a PC's opportunity attack if he suceeded against their Reflex defence. The bad guy rolled successfully, but still got hit with one of the OAs and was subsequently taken down before he could flee the combat. Later on, the party's rogue decided that he wanted to try the same tactic to get into a better position without taking a lot of opportunity attacks and asked if he could try to perform the same stunt he'd seen the NPC use. I allowed him to try and his maneuver was successful, but unfortunately for him, he still got hit with 3 of the 4 opportunity attacks his movement provoked. After the game was over, I decided I needed to write up a formal version of this stunt and used some of the abilities provided in the skills section of the PHB as a template. In this case, I haven't changed the level of benefit the player receives if the maneuver is successful, but have instead put a restriction on the number of times it can be used per encounter similar to the use of the Bluff skill to feint in combat or to create a diversion to hide. I'm now satisfied that this ability will provide a benefit to the player when he attempts to use it, but that it's not going to be something he will use constantly. Admittedly, his last experience with trying this stunt may discourage him from ever trying this again... :devil: [/QUOTE]
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