HouseRules/StreamlinedStuntSystem
Streamlined Stunt System
by AlecAustin
This system is not for everyone, and probably inappropriate for gritty games. If you want a more cinematic feel for your game and dislike having characters declare really cool actions that are overruled by their opponent's massive dice pools, though, this system may be for you.
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System
Instead of merely adding dice to an action, under this system, stunts can grant a certain number of automatic successes, depending on the level of the stunt and the dice pool of the character performing the stunt. The player may choose to either take the auto-successes or to roll. Essence and Willpower are regained as normal if the actions succeed.
DP = the original dice pool for the action.
S = the number of automatic successes.
- Level 1 / One-die Stunt: S = (DP/3) + 1, rounding up.
- Level 2 / Two-die Stunt: S = (DP/2) + 2, rounding up.
- Level 3 / Three-die Stunt: S = DP + 3.
Mechanical Notes
What this system does to a game's dynamic is reward low-level stunting in relatively unimportant moments, such as combat or socializing with extras, reducing the need to roll and thus speeding up play. It also really gives a boost to objectively foolish, but cool-looking or -sounding maneuvers, encouraging characters to engage in wild Wuxia stunts in hopes of the Storyteller's approval and a greater degree of success than they might otherwise be able to hope for, as Level 2 & 3 stunts pay off in more successes than an average roll.
Level 1 stunts, on the other hand, won't translate into less rolling in Exalt-to-Exalt combat unless someone is feeling particularly cocky or just doesn't want to roll, as most players will choose a 1-die bonus over a lower than average # of successes. The exception is if a character has a really small pool (1-5 dice)-- then Level 1 stunts actually can give them more successes than an average roll. This is intentional, but if you think it's a problem, make S round to the nearest integer.
It's strongly suggested that the Level 2 and Level 3 stunt bonuses not be applied to every aspect of a multi-part stunt, unless the stunt is truly deserving of such a monumental degree of success. Being fairly liberal w/ Level 2 stunts is a good way of encouraging your players to come up with neat stunts, but Level 3 stunts should still be few and far between.
Examples
Example 1: Mel, a Twilight-caste archer, fires a Dazzling Flare arrow that rips towards Zare the Fire Immaculate, leaving trails of shimmering air behind them. The storyteller decides this is a Level 1 stunt, and offers Mel's player the option of taking ((15/3) + 1) = 6 successes on his attack instead of rolling. The player turns the offer down, knowing that Zare could avoid such an attack by spending a single mote. Mel's only chance of hitting her is to roll his 16-die pool and hope for the best.
Example 2: Having depleted Zare's essence pool, forcing her to retreat, Mel has left the flaming scene of their conflict, and is now attempting to convince an innkeeper that he had nothing to do with the trouble across town. The player comes up with an amusing and credible explanation, and the ST offers him ((5/3) + 1) = 3 successes on his Charisma + Presence roll for the stunt. Mel takes the successes, and the innkeeper agrees to let him have a room for the night. Mel regains 1 mote of essence.
Example 3: Later that night, Zare, having recovered from their earlier conflict, ambushes Mel in his room. Waking to find his room in flames, with Zare standing over his bed and cackling, Mel rolls out of bed, snatches up his weapon, and leaps into the air as Zare attempts to flip the bed on top of him. A beam of searing Essence stabs towards Zare from his bow, clawing at her face, and Mel lands on top of the upside-down bed an instant later, surrounded by a billowing corona of smoke and light. The Storyteller deems this to be a worthy Level 2 stunt, and Mel takes the ((16/2) +2) = 10 successes, hoping that they will be enough. Against all odds, his arrow strikes home, and Mel regains a point of willpower.
Example 4: Blinded by the choking smoke and leaping flames, Mel can no longer see Zare to target her with his arrows. Lacking a charm to negate environmental penalties, Mel activates All-Encompassing Sorceror's Sight. Having previously established w/ the ST that Mel's version of this charm does not, in fact, require that his eyes be open, Mel's player states that Mel closes his eyes and focuses on the unseen world, feeling for the swirls of Essence surrounding Zare as she bathes in her anima banner and dances through the Fire Dragon Form. Allowing Essence to guide his hand, Mel fires where his inner eye tells him to, acting on instinct instead of thought.
Mel's storyteller, thinking that this is incredibly cool and appropriate in these circumstances, rates this as a Level 3 stunt, though he might not if things were different. Mel's attack has (16 + 3) = 19 successes, and even after Zare's defenses and the penalty for firing blind, it strikes home, hurling her from the flaming building. Mel regains 3 motes of Essence, and flees the inn, praying that he's seen the last of the Immaculate assassin, and knowing he has not.
Comments
If your style of play isn't high cinema, this system isn't meant for you. If you don't have problems with the speed of combat or amount of dice-rolling in Exalted, this system probably isn't for you either. In fact, it's meant mostly as a suggestion to help Hplovescats smooth out the mechanics of his next game.
Just a few things to keep in mind. -AlecAustin
Thanks for posting this, Alec. Now I can study it and learn its weaknesses! Ahahahahaha...ahem. hplovescats
Have you played with this system, Alec? Tell us how it went! - willows