|
Post by justindoodler on Jun 4, 2018 11:10:09 GMT -5
Hi all, having read the Ninja Clan Glitter rules concerning stunts, I noticed these were not included in the Basic or Advanced rules for Save The Day. The Stunt talent would seem to confirm these rules. Have they been officially dropped? If they are used, do they require a separate action to perform or do you just make two rolls in a page when performing a stunt? One to modify the outcome, and the action roll itself.
|
|
|
Post by David Okum on Jun 4, 2018 22:19:48 GMT -5
Hi all, having read the Ninja Clan Glitter rules concerning stunts, I noticed these were not included in the Basic or Advanced rules for Save The Day. The Stunt talent would seem to confirm these rules. Have they been officially dropped? If they are used, do they require a separate action to perform or do you just make two rolls in a page when performing a stunt? One to modify the outcome, and the action roll itself. I simplified it and balanced it out as it was a bit unbalancing in play and started becoming fairly clunky. This streamlined it. It can be modified by the Physical or Acrobatics Talent.
|
|
|
Post by David Okum on Jun 4, 2018 22:20:33 GMT -5
To answer your question, I had two rolls in a page as you described.
|
|
|
Post by justindoodler on Jun 5, 2018 2:57:55 GMT -5
Ok cool. Are those Stunt rules in the main rulebook? I seem to have missed those, unless there is a newer version of the rules.
Are these rules for Acrobatics (Basic Rules p22) superseded by that rule?
"The Character may increase the chance to perform a physical Ability Check, add to movement or add to an attack or defense roll based on the positive difference of an Ability Check (Diff 6). A result of a 6 would add no bonus, but a 7 would add +1 to the result and an 8 would add +2 to the result."
|
|
|
Post by justindoodler on Jun 5, 2018 4:23:07 GMT -5
Perhaps a quicker version of this is just to award Activation points for Stunt, Physical and Acrobatics:
Stunt Power You generate 3 additional Activation Points for every Rank in this Power.
Acrobatics/Physical Talent Add your Rank to all Activation Points generated, as a result of your physical prowess
This may allow some bigger AP spends:
1 Action is rushed (-1 to check) 2-5 Perform one action unmodified, or two actions at -1. 6-8 Perform one action at +1, or two actions unmodified. 9-11 Perform one action at +2, two actions at +1, or three actions unmodified 12 Perform 1 action at +3, two actions at +2, three actions at +1 or four actions unmodified
|
|
|
Post by David Okum on Jun 5, 2018 19:48:46 GMT -5
Ok cool. Are those Stunt rules in the main rulebook? I seem to have missed those, unless there is a newer version of the rules. Are these rules for Acrobatics (Basic Rules p22) superseded by that rule? "The Character may increase the chance to perform a physical Ability Check, add to movement or add to an attack or defense roll based on the positive difference of an Ability Check (Diff 6). A result of a 6 would add no bonus, but a 7 would add +1 to the result and an 8 would add +2 to the result." Hmm... It seems I need to update the PDF to match the final print version. I'm away a few days and I'll update the file ASAP when I get home this week to make sure it is the most up to date file. The Acrobatics rule is toned down considerably from the early version. It matches the stunts rules I shared. Sorry for the confusion. In the midst of organizing the Print on Demand I seem to have neglected to update the final file. I'll fix that soon. D.
|
|
|
Post by justindoodler on Jun 6, 2018 2:26:26 GMT -5
Cheers David! I look forward to the update! Justin
|
|