StuntingGuidelines/DualMegamiOther

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Revision as of 04:19, 10 July 2005 by DualMegami (talk) (stunt guidelines. Useful for new players)
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Why stunt? This has already been answered. There are mechanical advantages to having additional dice, and motes and willpower never hurt.

So, what's this about guidelines for stunting well? The core book basically says that a one-die stunt is anything more than "I hit him with my sword." In games I run (and most games I play) even trying will get you a die. So try, it can't hurt. Some GMs may not be as nice as myself or Squid...and there's not much I can do about that, sorry. I can tell you that a the purpose of a stunt (other than the obvious mechanical effects) is to be entertaining. A good stunt is coherent, concise and interesting. (what makes interesting is up to you, your group and your GM). Don't ramble. A stunt should be cool, not noise pollution.

According to the core-book, you'll get +2 for anything that involves the scenery. Pay attention to your setting, that'll help you out a lot. If your GM is vague about what's in the room, Feel free to add small scenery, like tapestries on the wall, carpet, candlesticks, etc. In a place where there is "no scenery" (ie-an arena ring. you have the ground and the turnbuckles), use yourself, your things and your opponent as "scenery" for the all-useful 2dice stunt See those pants you have on? Scenery. Your daiklave? Scenery. Your opponent's Grimcleaver? Scenery. Your hair? Scenery. Get tacticle. Describe the way your sword hilt feels, the sound your armor makes, does it squish when you stab your enemy? Though bear in mind my first guideline, keep it concise. The other players want to have their stunt time too. Some GMs don't like letting you stunt for things that don't have rolls; I say stunt anything......but as appropriate. There's no need to stunt climbing the stairs if it's not dramatically appropriate.

When describing action, forget about reality and technicality. Leap off the walls, backflip, somersault, use your sword in new and inventive ways. For example polevault from the deck of a ship onto the deck of an opposing one with your grand daiklave.

Then there is the elusive beast, the 3Dice stunt. All I can say is that these will come eventually and that the most important thing is DON'T FORCE IT. The best way to tell when you've got a 3dicer is literally, as the core book says, everyone at the table goes "damn, that was cool."

Just my (very long) .02, hope someone out there will get some use out of this. ~The Megami