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<blockquote data-quote="Rel" data-source="post: 5399815" data-attributes="member: 99"><p>Thanks for the mention, PS.</p><p></p><p>We ultimately ended up calling ours "Stunts" or "Power Stunts" or "Action Stunts" depending on who exactly was doing the talking. The rule in my game was that you could spend an Action Point plus a Healing Surge to "Do something that fits your character concept, which you don't already have a power card for."</p><p></p><p>The example I frequently use from one of my games was when they were on an out of control airship that was threatening to crash into a cliff face during a battle. The cleric of the nature goddess wanted to "call upon her link with nature to control the winds" so that they didn't smash into the cliff. She had no specific power cards that dealt directly with wind but it seemed like the sort of thing a nature cleric might be able to do. One Power Stunt later she managed to calm the storm and save the ship.</p><p></p><p>They were used fairly frequently in my campaign and were generally regarded as the best house rule we made to 4e. My thoughts on the AP + Healing Surge cost for such things rather than simply making them At Will or Encounter was that I wanted them to be special and I didn't want to be adjudicating such things all the time. I also wanted them to give me permission to allow things that I didn't want to set as a precedent and the cost associated with doing them meant that they wouldn't be an all the time sort of action.</p></blockquote><p></p>
[QUOTE="Rel, post: 5399815, member: 99"] Thanks for the mention, PS. We ultimately ended up calling ours "Stunts" or "Power Stunts" or "Action Stunts" depending on who exactly was doing the talking. The rule in my game was that you could spend an Action Point plus a Healing Surge to "Do something that fits your character concept, which you don't already have a power card for." The example I frequently use from one of my games was when they were on an out of control airship that was threatening to crash into a cliff face during a battle. The cleric of the nature goddess wanted to "call upon her link with nature to control the winds" so that they didn't smash into the cliff. She had no specific power cards that dealt directly with wind but it seemed like the sort of thing a nature cleric might be able to do. One Power Stunt later she managed to calm the storm and save the ship. They were used fairly frequently in my campaign and were generally regarded as the best house rule we made to 4e. My thoughts on the AP + Healing Surge cost for such things rather than simply making them At Will or Encounter was that I wanted them to be special and I didn't want to be adjudicating such things all the time. I also wanted them to give me permission to allow things that I didn't want to set as a precedent and the cost associated with doing them meant that they wouldn't be an all the time sort of action. [/QUOTE]
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