Power Stunting

I’ve been mulling over the stunting rules and would like to try something that’s a bit more streamlined. This is at least partly inspired by Eternity Publishing’s entry on a Revised 4e Fighter. However, in this case we’re take that power building approach and generalize it before building class features on top of it.

Power Stunts

Whenever a character wants to use their powers in an unusual way, they may attempt a power stunt. To perform a stunt, simply describe the effect your going for and select perks that match that effect. You should rarely need more than 2 perks, though you may select the same perk multiple times for an improved effect. Once all perks are selected take a drawback for each perk. As with perks, you should focus on one or two and just take them multiple times if needed.

At any point in this process, the DM may step in with some changes. This should be done sparingly and generally limited to when the stunt described isn’t feasible given the situation or tools used. If a given stunt seem unworkable or exceptionally difficult, the DM may choose to alter it’s effects or charge an extra drawback. In general, even a poorly planned stunt should have something happen, even if it’s not what the character originally intended.

Note that common maneuvers such as basic attacks count as powers and can be modified by these rules. However, stunts are normally only performed during the characters turn, so stunting doesn’t apply to opportunity attacks.

Common Perks

The following perks are generally easy to apply to physical attacks and are should be readily available to most characters.

Barrage
Effects: If the initial attack misses, you may still deal damage to the target equal to your ability modifier.
If you purchase this perk a second time, you can reroll the attack roll if the initial attack misses.

Crushing
Effects: The modified attack may target Fortitude instead of AC.

Distracting
Effects: If the initial attack hits, the target grants combat advantage until the end of your next turn.
A second purchase denies the target their next minor action in addition to having them grant combat advantage.
A third purchase lets you daze the target on a hit instead of having them grant combat advantage.

Ensnaring
Effects: If the initial attack hits, the target is grabbed until the start of your next turn. While grabbing them, the hand, weapon, or item used in the grab can not be used for anything else.
If purchased a second time, the grab no longer ends automatically.

Evasive
Effects: You may shift 1 square before or after making the target attack.

Fierce
Effects: If the initial attack hits, add your choice of ability modifier to the damage dealt. If that ability modifier already applies, you must choose another ability.
For each additional purchase, you can choose to add another ability modifier to the damage roll. If the attack has a damage roll, you may instead choose to increase the damage die rolled by 1.
For powers with no damage die roll, you may use two purchases of this perk to grant 1[W] or 1d8 damage to that attack.
Special: This perk can not be combined with the weak drawback.

Flurry
Effects: Use a single target at-will attack power against a secondary target. This secondary attack has 2 drawbacks applied to it. The secondary attack can not be used on the target of your primary attack.
For each purchase after the first, you can choose to remove a drawback from the secondary attack or repeat it against another target.

Forceful
Effects: If the initial attack hits, the target is pushed 1 square.
Each additional purchase increases the push distance by 1. You may sacrifice 2 squares of push to knock the target down instead.

Guarded
Effects: The user gains a +2 power bonus to a defense of their choice until the start of their next turn.

Hindering
Effects: If the initial attack hits, the target is slowed until the start of your next turn.

Lingering
Effects: If the initial attack hits, the target takes ongoing damage equal to an ability modifier of your choice. The chosen ability can not be the one used to hit the target.

Piercing
Effects: The modified attack may target Reflex instead of AC.

Common Drawbacks

Clumsy
Effects: The modified attack suffers a -2 penalty to it’s attack roll. This can be taken a second time to increase the penalty to -4.

Reckless
Effects: The user grants combat advantage until the start of their next turn.

Weak
Effects: Each time you select this drawback, you must sacrifice one die of damage. If this sacrifice removes all damage roll bonuses from the power, count it as an additional drawback. If the power lets you add an ability modifier to the damage roll, you can sacrifice that instead of a damage die.

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Published in: on July 10, 2013 at 3:59 am  Leave a Comment  
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