Prime_Evil
Emperor Mongoose
I just had a wild idea and was wondering if it is worth developing further. Here's a quick outline:
Imagine that there was a system similar to Combat Manoeuvers for use with non-combat skills. Each skill offers access to a number of special techniques that allow characters to perform some kind of cool stunt. For example, the Perception skill might have a technique called Deduction allowing characters to interpret evidence like Sherlock Holmes. In effect, each technique allows the character to do some awesome cinematic exploit.
By default, characters do not know any of the special techniques attached to their skills - they must spend Improvement Rolls to acquire them. Each skill should have at least 4-6 techniques attached to them so that characters have a selection of potential stunts to choose from. It is assumed that these stunts will replace Heroic Abilities and the rules for them will be dropped from the game.
On a successful skill roll, characters may choose to use a special technique that they have learned at the cost of a single Hero Point. However, on a critical success, they may activate a technique at no cost whatsoever. Thus, techniques are performed in an opportunistic manner similar to Combat Manoevers. Indeed, when characters make an opposed roll against an NPC it is necessary to compare the success levels achieved by each party in exactly the same way that you do with Combat Manoeuvers to determine how many special techniques each party could potentially choose to activate.
The use of Hero Points to perform stunts is a deliberate design consideration - it allows the GM to decide how often special techniques can be performed by controlling the supply of Hero Points. In a highly cinematic game, awesome stunts might be commonplace, but in a grim and gritty setting they could be very rare.
What do people think so far? Is this a viable concept or is it a silly idea?
Imagine that there was a system similar to Combat Manoeuvers for use with non-combat skills. Each skill offers access to a number of special techniques that allow characters to perform some kind of cool stunt. For example, the Perception skill might have a technique called Deduction allowing characters to interpret evidence like Sherlock Holmes. In effect, each technique allows the character to do some awesome cinematic exploit.
By default, characters do not know any of the special techniques attached to their skills - they must spend Improvement Rolls to acquire them. Each skill should have at least 4-6 techniques attached to them so that characters have a selection of potential stunts to choose from. It is assumed that these stunts will replace Heroic Abilities and the rules for them will be dropped from the game.
On a successful skill roll, characters may choose to use a special technique that they have learned at the cost of a single Hero Point. However, on a critical success, they may activate a technique at no cost whatsoever. Thus, techniques are performed in an opportunistic manner similar to Combat Manoevers. Indeed, when characters make an opposed roll against an NPC it is necessary to compare the success levels achieved by each party in exactly the same way that you do with Combat Manoeuvers to determine how many special techniques each party could potentially choose to activate.
The use of Hero Points to perform stunts is a deliberate design consideration - it allows the GM to decide how often special techniques can be performed by controlling the supply of Hero Points. In a highly cinematic game, awesome stunts might be commonplace, but in a grim and gritty setting they could be very rare.
What do people think so far? Is this a viable concept or is it a silly idea?