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Stunts in d20 (different from Iron Heroes)
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<blockquote data-quote="IceFractal" data-source="post: 3276379" data-attributes="member: 27704"><p>I dunno, the examples given make stunts seem kind of pointless. I mean, take the example of jumping down onto the Orc for more damage. </p><p></p><p>It's like Power Attack, except you do less damage usually, and you have to make a Reflex save or take damage. And if you have a two-handed weapon, it's much less effective than Power Attack, and probably can't be combined with it. Awesome! :\ </p><p></p><p>Now the other stunts - those could be useful. But they've got the same problem as existing fancy manuevers - from mid-level on, the minor bonus you get isn't worth giving up a full attack or even using a non-magic/non-specialized weapon. </p><p></p><p></p><p>What I've been using for stunts is a simplified system - resolve the action in the most favorable way. So someone leaps dives down onto their foe from a balcony; you could call for Tumble checks and Reflex saves to avoid falling damage, or you could just treat it as a charge with the bonus going to damage instead of attack, with extra height damage if the player is willing to take it as well. The idea is that using a stunt shouldn't be worse than just attacking normally.</p><p></p><p></p><p>Actually, a thought - applying the stunt effect to the same roll might not be a bad thing. Stunts tend to be somewhat of a random factor - they either give you an advantage or fail badly. So what if you could apply a stunt by, say, subtracting 4 and adding 1d8?</p><p></p><p>So for example:</p><p>Fancy swordplay to distract your foe: -4,+1d8 attack - you'll either create an opening or just waste effort. </p><p>Swinging down from the balcony on a curtain: -4,+1d8 tumble/jump - if it works, it'll slow your fall, but if the curtain rips, you're screwed.</p></blockquote><p></p>
[QUOTE="IceFractal, post: 3276379, member: 27704"] I dunno, the examples given make stunts seem kind of pointless. I mean, take the example of jumping down onto the Orc for more damage. It's like Power Attack, except you do less damage usually, and you have to make a Reflex save or take damage. And if you have a two-handed weapon, it's much less effective than Power Attack, and probably can't be combined with it. Awesome! :\ Now the other stunts - those could be useful. But they've got the same problem as existing fancy manuevers - from mid-level on, the minor bonus you get isn't worth giving up a full attack or even using a non-magic/non-specialized weapon. What I've been using for stunts is a simplified system - resolve the action in the most favorable way. So someone leaps dives down onto their foe from a balcony; you could call for Tumble checks and Reflex saves to avoid falling damage, or you could just treat it as a charge with the bonus going to damage instead of attack, with extra height damage if the player is willing to take it as well. The idea is that using a stunt shouldn't be worse than just attacking normally. Actually, a thought - applying the stunt effect to the same roll might not be a bad thing. Stunts tend to be somewhat of a random factor - they either give you an advantage or fail badly. So what if you could apply a stunt by, say, subtracting 4 and adding 1d8? So for example: Fancy swordplay to distract your foe: -4,+1d8 attack - you'll either create an opening or just waste effort. Swinging down from the balcony on a curtain: -4,+1d8 tumble/jump - if it works, it'll slow your fall, but if the curtain rips, you're screwed. [/QUOTE]
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