Zapp wrote:Though it should be noted making opposed Strength Test is the traditional mechanism that AGE is trying to get away from by means of the Stunt mechanic.
Nothing wrong with that; it's just that the strength of AGE is that you don't have to remember/come up with specific rules for every type of special action you can take - they're all Stunts, so you only need to assign a point cost and you're ready to go.
Loswaith wrote:One of the downsides to just using normal stunts is it makes combat simply, attack, attack, attack, with no real variation other than when the dice happen to indicate a stunt. This gets boring, fast.
Loswaith wrote:I personally don't think banking stunt points is the way to do it because some stunts dont realy fit deliberate actions, because they are typically part of premis of an attack (damage and/or bypassing armour for example). While some can be deliberate, such as knockdowns, disarms and skirmishes. Simply banking stunt points opens up all possible stunts both deliberate and oppertunistic style ones.
Though I like the stunt system to be the decorative/ancilliary side to combat maneuvers (or other situations) rather than the maneuvers themselves, so your mileage may vary.
Pytorb wrote:We tried banking stunt points and it didn't really work. In part I think that was because the players used them a lot quicker than I was expecting them to. This resulted in the return of the frustration that they couldn't control their characters by attempting a disarm (or other stunt) when it was appropriate for the story because the dice didn't let them.
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