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What does an acrobatic stunt do?
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<blockquote data-quote="ranger9" data-source="post: 4267964" data-attributes="member: 66613"><p>Well, the framework is simple and will work in most situations, but little to no guidance is given for the 10-20% of stunts which aren't just damage-dealing. A DM can figure out ways to handle these, but I don't understand why they didn't include an extra page or two to nail down the most common of the less-common stunt types.</p><p></p><p>As for wanting the DMG more than the PHB... well, there are basically four short sections of rules in the DMG -- Skil challenges, stunts, traps, and a fairly disappointing section on monster creation. (Disappointing because it's so slight and doesn't give you a clue as to how to evaluate "cookies" (non damage effects) of attacks in terms of power so as to appropriately parcel them out to monsters, and basically just says "look what other monsters of this type and level can do," which is actually fairly reasonable but... still, given the big selling point of "monsters are so easy to design now!," I'd have liked a really good monster creation section, with say an example monster or two.)</p><p></p><p>I mean, really... monster creation was such a hassle in 3e. I'd've liked a re-introduction to the joys of just makin' up new monsters, like I used to do in 1st Ed.</p><p></p><p>The rest of it is advice, advice, and more advice, much of it in the realm of the theoretical, ranging from the useful to the pretty obvious, and then a whole last chapter on Fallcrest and environs (this latter part is not bad... even gives you a starting dungeon). </p><p></p><p>And a lot of the advice fails to inspire -- I've read realy good dungeon-design and world-building advice, and the DMG is not really good. It's bare-bones at best. </p><p></p><p>It's a really crunch-light DMG. The least crunch of any DMG, ever.</p><p></p><p>Don't expect this rich cornucopia of rules or crunch. It really is basically an advice book for beginning DMs.</p></blockquote><p></p>
[QUOTE="ranger9, post: 4267964, member: 66613"] Well, the framework is simple and will work in most situations, but little to no guidance is given for the 10-20% of stunts which aren't just damage-dealing. A DM can figure out ways to handle these, but I don't understand why they didn't include an extra page or two to nail down the most common of the less-common stunt types. As for wanting the DMG more than the PHB... well, there are basically four short sections of rules in the DMG -- Skil challenges, stunts, traps, and a fairly disappointing section on monster creation. (Disappointing because it's so slight and doesn't give you a clue as to how to evaluate "cookies" (non damage effects) of attacks in terms of power so as to appropriately parcel them out to monsters, and basically just says "look what other monsters of this type and level can do," which is actually fairly reasonable but... still, given the big selling point of "monsters are so easy to design now!," I'd have liked a really good monster creation section, with say an example monster or two.) I mean, really... monster creation was such a hassle in 3e. I'd've liked a re-introduction to the joys of just makin' up new monsters, like I used to do in 1st Ed. The rest of it is advice, advice, and more advice, much of it in the realm of the theoretical, ranging from the useful to the pretty obvious, and then a whole last chapter on Fallcrest and environs (this latter part is not bad... even gives you a starting dungeon). And a lot of the advice fails to inspire -- I've read realy good dungeon-design and world-building advice, and the DMG is not really good. It's bare-bones at best. It's a really crunch-light DMG. The least crunch of any DMG, ever. Don't expect this rich cornucopia of rules or crunch. It really is basically an advice book for beginning DMs. [/QUOTE]
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What does an acrobatic stunt do?
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