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Stunts in d20 (different from Iron Heroes)
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<blockquote data-quote="Turanil" data-source="post: 3267626" data-attributes="member: 9646"><p>What do you think of this simple stunt system for d20 ?</p><p></p><p></p><p><span style="color: Yellow"><strong>A SIMPLE STUNT SYSTEM</strong></span></p><p></p><p>The Stunt mechanic is a generic guideline to handle what happens when a player wants to do something special and cinematic, such as jumping from a balcony down onto his foes, throwing a barrel into his pursuers' legs, etc. The basic mechanic is both very simple and very flexible: "<strong>-4/+1d6</strong>" where you subtract 4 to a skill check, attack roll or initiative to get 1d6 something. Then, the exact interpretation of this rule is left to the players and GM. The way "-4/+1d6" will be implemented during the game will vary according to the situation and environment the PCs find themselves in, player's creativity, and GM's arbitration. The only restrictions are: </p><p></p><p><strong>1)</strong> You don't take a -4 to a roll in order to get +1d6 to that same roll (it would be absurd).</p><p><strong>2)</strong> Stunts must be described by the character and fit the scene (see examples below). </p><p><strong>3)</strong> There should be a balance between the hindrance ("-4") and the benefit ("+1d6"), and the GM has a final say on what a stunt may allow to do or not; a stunt cannot be an excuse for powergaming. </p><p><strong>4)</strong> Every additional stunt by the same character during the same combat or scene imposes a cumulative -1 additional penalty (so the 2nd stunt is at -5, the 3rd at -6, etc.). Particularly difficult stunts may also require the expenditure of an Action/Conviction point at GM's discretion. Note that if players find a way to abuse stunts, GMs are entitled to do the same things against them. </p><p></p><p><span style="color: Yellow"><strong>Stunts Examples - What you could do or couldn't</strong></span></p><p></p><p><strong>Example 1</strong></p><p>-- Player: "I attempt a stunt: I take a -4 penalty to my attack roll to add 1d6 to my damage roll if I hit."</p><p>-- GM: "No, you can't. You are not describing a stunt but improvising a feat (Power Attack) that you don't have."</p><p>-- Player: "Hum okay, so how with this: I jump from upstairs down onto the orc with my full weight to stab him with my dagger, in hope of doing more devastating damage."</p><p>-- GM: "Okay, this indeed is a stunt. So, doing this you take a -4 penalty to your attack roll but add 1d6 to your damage roll if you hit. If you fail your attack roll, you will have to make a Reflex save or suffer 1d6 dmg from the fall however."</p><p></p><p><strong>Example 2</strong></p><p>-- Player: "Ah, there is a chandelier looming just above the orcs?! I shoot at -4 at the rope holding it, so the chandelier falls on the orcs doing 1d6 of dmg to all of them."</p><p>-- GM: "Okay, you can try this stunt, but it will work like this instead: You take a -4 penalty to your initiative to aim at the rope, which is AC 20 and 6 hp. If the rope is cut, the chandelier will fall on 1d6 orcs (rather than all of them), doing 2d4 of dmg (half if they succeed their Reflex save).</p><p></p><p><strong>Example 3</strong></p><p>-- Players: "I bluff that I am falling to the ground in order to get sand and throw it into the ogre's eyes to blind him".</p><p>-- GM: "You must succeed an attack roll at -4. If so, the ogre will be dazed for 1d6 rounds, suffering a -2 to his attack rolls (or just -1 if he makes his Constition save).</p><p></p><p></p><p>Help me refine this system, and especially, refine the examples above and/or give additional stunts examples you may think of.</p><p></p><p>Thanks.</p></blockquote><p></p>
[QUOTE="Turanil, post: 3267626, member: 9646"] What do you think of this simple stunt system for d20 ? [COLOR=Yellow][B]A SIMPLE STUNT SYSTEM[/B][/COLOR] The Stunt mechanic is a generic guideline to handle what happens when a player wants to do something special and cinematic, such as jumping from a balcony down onto his foes, throwing a barrel into his pursuers' legs, etc. The basic mechanic is both very simple and very flexible: "[B]-4/+1d6[/B]" where you subtract 4 to a skill check, attack roll or initiative to get 1d6 something. Then, the exact interpretation of this rule is left to the players and GM. The way "-4/+1d6" will be implemented during the game will vary according to the situation and environment the PCs find themselves in, player's creativity, and GM's arbitration. The only restrictions are: [B]1)[/B] You don't take a -4 to a roll in order to get +1d6 to that same roll (it would be absurd). [B]2)[/B] Stunts must be described by the character and fit the scene (see examples below). [B]3)[/B] There should be a balance between the hindrance ("-4") and the benefit ("+1d6"), and the GM has a final say on what a stunt may allow to do or not; a stunt cannot be an excuse for powergaming. [B]4)[/B] Every additional stunt by the same character during the same combat or scene imposes a cumulative -1 additional penalty (so the 2nd stunt is at -5, the 3rd at -6, etc.). Particularly difficult stunts may also require the expenditure of an Action/Conviction point at GM's discretion. Note that if players find a way to abuse stunts, GMs are entitled to do the same things against them. [COLOR=Yellow][B]Stunts Examples - What you could do or couldn't[/B][/COLOR] [B]Example 1[/B] -- Player: "I attempt a stunt: I take a -4 penalty to my attack roll to add 1d6 to my damage roll if I hit." -- GM: "No, you can't. You are not describing a stunt but improvising a feat (Power Attack) that you don't have." -- Player: "Hum okay, so how with this: I jump from upstairs down onto the orc with my full weight to stab him with my dagger, in hope of doing more devastating damage." -- GM: "Okay, this indeed is a stunt. So, doing this you take a -4 penalty to your attack roll but add 1d6 to your damage roll if you hit. If you fail your attack roll, you will have to make a Reflex save or suffer 1d6 dmg from the fall however." [B]Example 2[/B] -- Player: "Ah, there is a chandelier looming just above the orcs?! I shoot at -4 at the rope holding it, so the chandelier falls on the orcs doing 1d6 of dmg to all of them." -- GM: "Okay, you can try this stunt, but it will work like this instead: You take a -4 penalty to your initiative to aim at the rope, which is AC 20 and 6 hp. If the rope is cut, the chandelier will fall on 1d6 orcs (rather than all of them), doing 2d4 of dmg (half if they succeed their Reflex save). [B]Example 3[/B] -- Players: "I bluff that I am falling to the ground in order to get sand and throw it into the ogre's eyes to blind him". -- GM: "You must succeed an attack roll at -4. If so, the ogre will be dazed for 1d6 rounds, suffering a -2 to his attack rolls (or just -1 if he makes his Constition save). Help me refine this system, and especially, refine the examples above and/or give additional stunts examples you may think of. Thanks. [/QUOTE]
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