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lupex
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Stunts?

Fri 26 Jan 2018, 11:04

The Alpha rules mention stunts on pages 39 and 41 but does not mention stunts again, either in the skills chapter, or in the combat chapter.  Will stunts be introduced in the game proper?
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King_Kull
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Re: Stunts?

Fri 26 Jan 2018, 11:19

The Alpha rules mention stunts on pages 39 and 41 but does not mention stunts again, either in the skills chapter, or in the combat chapter.  Will stunts be introduced in the game proper?
Oh, that didn’t attract my attention...
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lupex
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Re: Stunts?

Fri 26 Jan 2018, 12:18

Also, In Mutant Year Zero 'DISARM' is a stunt on the back of a successful combat check, in FL 'DISARM' is a fast action.  Could a character in FL still use additional 6s from a traditional attack to force an enemy to drop their weapon?
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silverfoxdmt73
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Re: Stunts?

Fri 26 Jan 2018, 13:01

Is it a reference to the Hidden Combos/Advanced Combat, maybe under a provisional name?
 
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lupex
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Re: Stunts?

Fri 26 Jan 2018, 13:15

Is it a reference to the Hidden Combos/Advanced Combat, maybe under a provisional name?
In Mutant and I believe Coriolis, Stunts are effects that characters can spend additional 6s on instead of just increasing damage.  In Mutant each skill has a list of things you can spend extra successes on, including combat.
(it would be a lot easier if we had a cross-sword font that I could use instead of saying 6s!)
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silverfoxdmt73
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Re: Stunts?

Fri 26 Jan 2018, 13:32

Is it a reference to the Hidden Combos/Advanced Combat, maybe under a provisional name?
In Mutant and I believe Coriolis, Stunts are effects that characters can spend additional 6s on instead of just increasing damage.  In Mutant each skill has a list of things you can spend extra successes on, including combat.
(it would be a lot easier if we had a cross-sword font that I could use instead of saying 6s!)
Ah, yes, in Coriolis you can choose Extra Damage, Critical Hits and a few other options if you score more Successes than you need to make a basic hit. 
(Yes, I agreee.. 'X' just doesn't look cool enough.)
 
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lupex
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Re: Stunts?

Fri 26 Jan 2018, 13:34

Is it a reference to the Hidden Combos/Advanced Combat, maybe under a provisional name?
In Mutant and I believe Coriolis, Stunts are effects that characters can spend additional 6s on instead of just increasing damage.  In Mutant each skill has a list of things you can spend extra successes on, including combat.
(it would be a lot easier if we had a cross-sword font that I could use instead of saying 6s!)
Ah, yes, in Coriolis you can choose Extra Damage, Critical Hits and a few other options if you score more Successes than you need to make a basic hit. 
(Yes, I agreee.. 'X' just doesn't look cool enough.)
I would really like to be able to score a critical hit separate from breaking a character as it is more fun to chop somebodies hand off but still have them able to fight. (In a fantasy setting with a big axe!)
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9littlebees
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Re: Stunts?

Fri 26 Jan 2018, 13:44

I would really like to be able to score a critical hit separate from breaking a character as it is more fun to chop somebodies hand off but still have them able to fight. (In a fantasy setting with a big axe!)
Yeah, that's what I want to see, too.

FFG Star Wars & Genesys handle this in a way which could easily be adopted here. Each weapon has a crit rating. On a successful attack, you can spend a number of stunts equal to the crit rating to trigger a critical hit.

So a dagger might have a crit rating of 5 (meaning you have to get 5 "stunts" to trigger a critical attack), but a 2H battleaxe would have a crit rating of 2 (only needing 2 "stunts" to activate), as you're far more likely to chop bits off your enemy with a big, scary axe.
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lupex
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Re: Stunts?

Fri 26 Jan 2018, 14:23

I would really like to be able to score a critical hit separate from breaking a character as it is more fun to chop somebodies hand off but still have them able to fight. (In a fantasy setting with a big axe!)
Yeah, that's what I want to see, too.

FFG Star Wars & Genesys handle this in a way which could easily be adopted here. Each weapon has a crit rating. On a successful attack, you can spend a number of stunts equal to the crit rating to trigger a critical hit.

So a dagger might have a crit rating of 5 (meaning you have to get 5 "stunts" to trigger a critical attack), but a 2H battleaxe would have a crit rating of 2 (only needing 2 "stunts" to activate), as you're far more likely to chop bits off your enemy with a big, scary axe.
That is how it works in Coriolis.
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silverfoxdmt73
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Re: Stunts?

Fri 26 Jan 2018, 15:14

I would really like to be able to score a critical hit separate from breaking a character as it is more fun to chop somebodies hand off but still have them able to fight. (In a fantasy setting with a big axe!)
Yeah, that's what I want to see, too.

FFG Star Wars & Genesys handle this in a way which could easily be adopted here. Each weapon has a crit rating. On a successful attack, you can spend a number of stunts equal to the crit rating to trigger a critical hit.

So a dagger might have a crit rating of 5 (meaning you have to get 5 "stunts" to trigger a critical attack), but a 2H battleaxe would have a crit rating of 2 (only needing 2 "stunts" to activate), as you're far more likely to chop bits off your enemy with a big, scary axe.
Coriolis does this.

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