Stunts for C&C

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ssfsx17
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Stunts for C&C

Post by ssfsx17 »

Hasn't been tested.

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On a natural roll of 20, roll an additional d20. The second d20 gives stunt points (an idea shamelessly stolen from the Dragon Age RPG). If a 20 is rolled on the stunt die, then roll another d20!

The Castle Keeper may choose to allow these stunts to be attempted under normal circumstances, possibly requiring some sort of SIEGE check.
1: Headshot: Defender's AC uses his head armor, rather than his body armor. There is no effect on damage dealt.
1: Stuck: Weapon is stuck in shield or armor, this can weigh down a shield and make it effectively useless depending on the weapon that has been lodged in.
1: Accurate Attack (repeatable): +1 to hit
1: Mobility (repeatable): Move 1 foot
1: Strong Attack (repeatable): +1 damage
5: Cleave / Penetrating Shot (repeatable): If this attack killed the creature, then do an attack on an adjacent creature.
5: Crunch: Break a wooden shield. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus. This stunt only costs 1 stunt point if you are using an axe or throwing axe.
5: Knocback: The defender is knocked back by five feet, regardless of whether or not he took damage.
5: Regain Balance: Negates the AC penalty for charging.
5: Stun Attack: As per the Monk's ability - the target must make a CON check (vs. the attacker's level) or be stunned and unable to attack for 1d4 rounds. This stunt requires that the target took at least one point of damage.
10: Dual Sweep / Shield Bash: Make another attack, against the same target, with whatever the attacker is holding in his other hand. This requires that the first attack only used one hand.
10: Remove Strapon: Armor that is strapped on (e.g. Greek Ensemble, Roman Ensemble, Breastplate, etc.) is torn off but remains intact. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
10: Sunder Soft Armor: Break leather / cuir bouilli armor. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
10: Wide Attack / Magic Bullet (repeatable): Without needing to make a check, do a full attack an adjacent creature. You must have done at least one point of damage in the current attack.
15: Combo Strike: Make an additional attack on the same target. For a ranged weapon, this might be explained as a projectile that hits a vital spot.
15: Disarm: Without needing to make a roll, the defender is disarmed.
15: Sunder Composite Armor: Break composite armor (e.g. Brigandine, Coat of Plates, Scale Armor, etc.) If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
15: Sunder Metal Shield: Break a metal shield. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
20: Sunder Metal Armor: Break metal armor. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
20: Tear Hide Off: The defender must make a CON check (vs. the attacker's level). On a failed save, the effectiveness of his natural armor is reduced by 1.
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koralas
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Post by koralas »

Just wondering...

Why can't you use a shield to help protect your head?

This is one of the classic use cases for a shield... Just asking...

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ssfsx17
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Post by ssfsx17 »

koralas wrote:
Just wondering...

Why can't you use a shield to help protect your head?

This is one of the classic use cases for a shield... Just asking...

Because this stuff hasn't been tested.
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Post by serleran »

I'm not quite sure I understand how this works, so I am assuming it goes like this:

You roll a natural 20, and then you roll again. Whatever you roll on the second die is how many "points" you get -- each point can be used to "buy" an effect, and those effects are listed with their relative "cost." So, if I roll a natural 20, and then a 13, I get 13 points to purchase "stunts" and can choose to repeat buy anything with "repeatable" in its description... which means I could, in this example, purchase "strong attack" 13 times and deal an extra 13 damage.

I'd say some of these stunts are way undervalued.
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Post by ssfsx17 »

serleran wrote:
I'm not quite sure I understand how this works, so I am assuming it goes like this:

You roll a natural 20, and then you roll again. Whatever you roll on the second die is how many "points" you get -- each point can be used to "buy" an effect, and those effects are listed with their relative "cost." So, if I roll a natural 20, and then a 13, I get 13 points to purchase "stunts" and can choose to repeat buy anything with "repeatable" in its description... which means I could, in this example, purchase "strong attack" 13 times and deal an extra 13 damage.

I'd say some of these stunts are way undervalued.

You are correct about how the stunts system works. It is meant to entirely replace the highly-lethal critical hits tables that a lot of people like to use, so 13 extra damage (even at level 1) is actually not as lethal as many of the entries in those critical hit tables.
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DangerDwarf
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Post by DangerDwarf »

If I rolled a 20, isn't it highly likely I already hit his base AC? Why would I spend a point to either:

A. Use his helm AC

B. Go for better accuracy?

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Post by Arazmus »

sounds like more paperwork for me.
I've always given the natural twenty the auto-success and tried to give it a little flair in the description, a chart like this seems a little forced. But that's just me and I'm set in my ways, I like combat to be clean and fast-paced and am loathe to introduce anything to slow it down.
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Post by ssfsx17 »

DangerDwarf wrote:
If I rolled a 20, isn't it highly likely I already hit his base AC? Why would I spend a point to either:

A. Use his helm AC

B. Go for better accuracy?

Some of those items on the chart are for when a monster hits a PC.
And, yeah, rules complications are not for everyone. It would be more in the spirit of a fast-moving game to do stunts through SIEGE checks. This is only meant to be an alternative to critical hits.
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Post by Maliki »

DangerDwarf wrote:
If I rolled a 20, isn't it highly likely I already hit his base AC? Why would I spend a point to either:

A. Use his helm AC

B. Go for better accuracy?

My guess would be if you chose an option like "combo strike" where you gain an additional attack, then you could use an option like "accurate attack" with your free attack.
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Post by Maliki »

I like the idea of "stunts" (one of my favorite parts of DA RPG), and plan to use a similar idea as part of my next C&C campaign as a "critical hit" system.
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Arazmus
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Post by Arazmus »

I have a 12 sided hit location die that I use when I remember it. I roll it along with the damaged dice. That gives me the ability to spice up the combat descriptions without slwoing things down. Never a huge fan of Critical hits, players can do quite enough damage without them.
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Post by serleran »

I might go for something like this:

On a natural 20 (assuming it hits), roll a d8. Consult the following table:

1) Opponent stunned; they are at -2 to hit, damage, and AC for 2 rounds and -4 initiative for 4 rounds.

2 - 5) Deal extra damage equal to this roll.

6) Damaged armor / shield -- opponent at -1 AC permanently; if no armor, treat as a result of 4 on d8 (meaning +4 damage)

7) Pushed aside -- opponent is moved 5 feet in grenade scatter

8) Attack again with +4 bonus to hit
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Post by Go0gleplex »

Hmmm....I've yet to sort out what this adds or why to add something so cumbersome...but...if it works for ya, good luck with it.
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Post by Arazmus »

Go0gleplex wrote:
Hmmm....I've yet to sort out what this adds or why to add something so cumbersome...but...if it works for ya, good luck with it.

Ditto.
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