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What Cool Things Should the Rules Let You Do?
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<blockquote data-quote="MarkB" data-source="post: 3701917" data-attributes="member: 40176"><p>Here's a possible framework for such an idea (this is just off the top of my head, I haven't used it in-game, so feel free to pick it apart):</p><p></p><p>If you want to make a special move, you can do so as part of an attack action. Doing so imposes an attack penalty of -2, -4 or -6 (player's choice), but the same value is used as the stunt's critical threat range (which is separate from your weapon's normal critical range). Score a threat and confirm it with a successful attack roll, and your special move pays off with an effect that hampers your opponent. If you score a threat but fail to confirm, you achieve a lesser result.</p><p></p><p>For instance: A PC fighter is battling an orc in a tavern, and wants to use his free hand to grab up a pint of ale and throw it in the orc's face. He chooses to take a -4 penalty to his next attack in order to do so. If he rolls 17 or higher on the dice (assuming it's enough to hit his opponent with the -4 penalty), then rolls a confirmation roll that hits the orc, he succeeds in blinding the orc for one round. If his confirmation roll fails, the orc is only mildly affected, taking a -2 penalty to attack rolls for one round.</p></blockquote><p></p>
[QUOTE="MarkB, post: 3701917, member: 40176"] Here's a possible framework for such an idea (this is just off the top of my head, I haven't used it in-game, so feel free to pick it apart): If you want to make a special move, you can do so as part of an attack action. Doing so imposes an attack penalty of -2, -4 or -6 (player's choice), but the same value is used as the stunt's critical threat range (which is separate from your weapon's normal critical range). Score a threat and confirm it with a successful attack roll, and your special move pays off with an effect that hampers your opponent. If you score a threat but fail to confirm, you achieve a lesser result. For instance: A PC fighter is battling an orc in a tavern, and wants to use his free hand to grab up a pint of ale and throw it in the orc's face. He chooses to take a -4 penalty to his next attack in order to do so. If he rolls 17 or higher on the dice (assuming it's enough to hit his opponent with the -4 penalty), then rolls a confirmation roll that hits the orc, he succeeds in blinding the orc for one round. If his confirmation roll fails, the orc is only mildly affected, taking a -2 penalty to attack rolls for one round. [/QUOTE]
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