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Where the hell is my d20 muse?
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<blockquote data-quote="Wulf Ratbane" data-source="post: 2156711" data-attributes="member: 94"><p>Anybody got a good reason for me to do some writing today?</p><p></p><p>I bought Ronin Arts' <em>Fantastic Stunts</em> PDF-- and don't get me wrong, it's good stuff-- but it didn't fire me up (as a designer) the way I'd hoped. I really wanted to... err... <em>plunder</em> it.</p><p></p><p>I sat down last night to write "super" versions of every feat that you can activate with an action point. Not new feats, not "stunts" per se, but ways to "break the laws" of the feats you already have. </p><p></p><p>So if you already have the feat, you can spend an action point to really milk it when you need it:</p><p></p><p>Quick Example #1: Alertness. Spend an action point and your Spot or Listen check is a 20.</p><p></p><p>Quick Example #2: Blind-Fight. Spend an action point and you don't have to roll for a miss chance at all on one attack. You just nail him.</p><p></p><p>Quick Example #3: Cleave. Spend an action point, and you can use Cleave if you exceed your target's Massive Damage Threshold (ie, you don't have to drop him, just slice him good and hard). I thought that was pretty cool.</p><p></p><p>And then realized I was really flogging the hell out of the concept. (See, I made it all the way up to "C".) Does anybody need or want that many options on their character sheet?</p><p></p><p>Maybe it's cause I got to "Dodge" and realized, "Man, there's no way to make this feat not suck, not even as a super feat. It's just super suck."</p><p></p><p>I just didn't feel like the feats/stunts/super-feats/whatever you want to call them were expanding the rules in new directions.</p><p></p><p>Little help...?</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2156711, member: 94"] Anybody got a good reason for me to do some writing today? I bought Ronin Arts' [i]Fantastic Stunts[/i] PDF-- and don't get me wrong, it's good stuff-- but it didn't fire me up (as a designer) the way I'd hoped. I really wanted to... err... [i]plunder[/i] it. I sat down last night to write "super" versions of every feat that you can activate with an action point. Not new feats, not "stunts" per se, but ways to "break the laws" of the feats you already have. So if you already have the feat, you can spend an action point to really milk it when you need it: Quick Example #1: Alertness. Spend an action point and your Spot or Listen check is a 20. Quick Example #2: Blind-Fight. Spend an action point and you don't have to roll for a miss chance at all on one attack. You just nail him. Quick Example #3: Cleave. Spend an action point, and you can use Cleave if you exceed your target's Massive Damage Threshold (ie, you don't have to drop him, just slice him good and hard). I thought that was pretty cool. And then realized I was really flogging the hell out of the concept. (See, I made it all the way up to "C".) Does anybody need or want that many options on their character sheet? Maybe it's cause I got to "Dodge" and realized, "Man, there's no way to make this feat not suck, not even as a super feat. It's just super suck." I just didn't feel like the feats/stunts/super-feats/whatever you want to call them were expanding the rules in new directions. Little help...? [/QUOTE]
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