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"Stunting" with Powers
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<blockquote data-quote="Nahat Anoj" data-source="post: 4641206" data-attributes="member: 25075"><p>I have one player who does this frequently. It's awesome!</p><p></p><p></p><p>Totally. I had one player use Diabolic Grasp to throw one kobold into another. He succeeded at an Arcana check, and the other kobold was knocked prone.</p><p></p><p></p><p>Well, I sort of do share your confusion on this, since IMO Mage Hand isn't supposed to be all that strong while Diabolic Grasp is supposed to throw things around willy nilly. I probably wouldn't let Mage Hand be used this way, not without a large Arcana check at least. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>I usually require a skill check of some kind to do the stunt, setting the difficulty based on an off-the-cuff estimate (4e is much superior to previous editions in this regard IMO). Failure means the stunt does work, goes awry, or whatever. In addition, I might make certain stunts be per encounter or per day, depending on the nature of the stunt.</p><p></p><p>So for alternate uses of Diabolic Grasp I'd have Arcana checks be rolled. I'd let Diabolic Grasp be used to pluck allies out of pits (a failed check means the spell attacks as normal, which still lets you get your ally out <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ), transport the warlock to new place like a kind of levitation power (I might make this a "daily stunt").</p><p></p><p></p><p>What's good for the goose is good for the gander, I always say. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Martial powers are just as fair game for this as others. For example, on an Athletics check, I'd let Tide of Iron be used to knock someone prone instead of pushing them back, especially if the player describes it well. As another example, I let players roll Acrobatics once per fight to use the Tumble power if they want. The people with Tumble don't feel left out, because they can do the manuver twice per encounter (once with a check, once "automatically").</p><p></p><p>It doesn't break the game at all. Far from it. What I have noticed is that most players don't take full advantage of stunts - I think it's the players who feel like the power system "shouldn't" allow this, not the DM (aka, me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) or the rules (which clearly suggest otherwise)!</p></blockquote><p></p>
[QUOTE="Nahat Anoj, post: 4641206, member: 25075"] I have one player who does this frequently. It's awesome! Totally. I had one player use Diabolic Grasp to throw one kobold into another. He succeeded at an Arcana check, and the other kobold was knocked prone. Well, I sort of do share your confusion on this, since IMO Mage Hand isn't supposed to be all that strong while Diabolic Grasp is supposed to throw things around willy nilly. I probably wouldn't let Mage Hand be used this way, not without a large Arcana check at least. :) I usually require a skill check of some kind to do the stunt, setting the difficulty based on an off-the-cuff estimate (4e is much superior to previous editions in this regard IMO). Failure means the stunt does work, goes awry, or whatever. In addition, I might make certain stunts be per encounter or per day, depending on the nature of the stunt. So for alternate uses of Diabolic Grasp I'd have Arcana checks be rolled. I'd let Diabolic Grasp be used to pluck allies out of pits (a failed check means the spell attacks as normal, which still lets you get your ally out ;) ), transport the warlock to new place like a kind of levitation power (I might make this a "daily stunt"). What's good for the goose is good for the gander, I always say. :) Martial powers are just as fair game for this as others. For example, on an Athletics check, I'd let Tide of Iron be used to knock someone prone instead of pushing them back, especially if the player describes it well. As another example, I let players roll Acrobatics once per fight to use the Tumble power if they want. The people with Tumble don't feel left out, because they can do the manuver twice per encounter (once with a check, once "automatically"). It doesn't break the game at all. Far from it. What I have noticed is that most players don't take full advantage of stunts - I think it's the players who feel like the power system "shouldn't" allow this, not the DM (aka, me ;) ) or the rules (which clearly suggest otherwise)! [/QUOTE]
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