Any player can, before they roll the dice, explicitly say they are attempting to generate the effect of specific named stunt: doing so imposes a penalty on their roll of TWICE the stunt point cost. Basically, you can try (through skill / talent) to force things to go your way, but it's harder than waiting for the opening and seizing the opportunity when it presents. ...
The only issue i can see with this is as it gives rogues the ability to use the pierce armour stunt for only a -2 penalty, making it fairly much a constant thing for them to do (though if that's not an issue for you it could work).
doycet wrote:Zapp wrote:Superior1200 wrote:Call me interested, zapp, I'd love to see your ideas as posted at the bottom of your statement.
Backstab: I renamed the game's backstab into "precise strike" (and "shot" since I allow it at range too). The +2 to hit and +1d6 damage, that is. Then I added a proper worthy-of-the-name backstab that doubles damage against an unawares foe. After armor reduction and so on, but still - damn.
Question about this: if you get the "Precise Strike" under the same conditions as the RAW "backstab" when does your other, upgraded version of Backstab apply? I like the idea, but I want to fully understand how it's implemented.
In most cases for a level-less system the class abilities they are made into talents, so it would rank up like any other talent does. In essence working like the Talents a starting character gets and can later develop by RAW.
The specific's of how Zapp uses it however, I'm not familiar with, though discussions for level-less systems had it as 100, 200, 300 for each of the respective ranks (Novice, Journeyman, Master) assuming I recall correctly.