Stunt dice Exalted style?

By OfficerZan, in Game Masters

So I haven't tried implementing it yet, but I have people in my group (myself included) that have always loved the Exalted stunting system. Obviously good details often get a boost die in my campaigns but I was looking for a little more and I was wondering if anyone has either implemented or just plays close enough to the system to give some advice either telling me that it's a bad terrible horrible idea run, or tell me good idea.

We used it easily enough in Shadowrun (1-5 dice stunting though to fit better into the massive dice pools of 4th Edition) especially with the edge mechanic involved and in D&D it was no problem (essentially unnamed bonuses at generic +1, +2, +5). I've been tempted to implement it into FFG's but I'm not sure how to do it. What I've been thinking is this though.

The Stunt Dice system is a low-risk way to reward players for exceptional roleplaying and creative thinking. Stunting is a 3 tier system based on how impressive, creative, and involved a particular stunt is and the rewards increase with each tier. The tiers, and their rewards are listed below.

No Stunt: Just stating your action.

Exmaple: "Erik shoots."

Reward: None.

Tier 1: A player need only briefly describe his actions in order to qualify for a Tier 1 Stunt. However, stunts at this level are simplistic but not boring or repetitious. The example below may be interesting the first time, but repeating the same description multiple times is not and should not award a stunt.

Example: "Erik slowly reaches for his blaster, it's cold metal all too familiar, and draws it quickly to surprise his mark."

Reward 1 : Gain a Boost Die or Remove a Setback Die on relevant check/s. Remove 1 Strain.

Tier 2: A Tier 2 stunt needs to be more than just a description of an action. It must incorporate details that have been previously implemented into the scene in a way that adds to the scene as a whole. Seemingly meaningless details can become a bigger part of the narrative this way.

Example: "Erik eyes the artwork on display. Remembering how obsessed his mark has been with showing off his collection, Erik asks him to tell him more about the ancient sword on display. The mark happily obliges and turns with pride walking towards the piece. Erik takes the opportunity to draw his blaster."

Reward 1 : Gain a Boost Die and Remove a Setback Die on relevant check/s. Remove 2 Strain 1 .

Tier 3: Only the most awe-inspiring and creative descriptions are to be considered for this tier. There should be no doubt in the group's minds that the player deserves its rewards. Tier 3 stunts not only incorporate the scene but add creatively to it as well. This should not allow a player to circumvent major details/plots/layouts of scenes, or to replace the narrative uses of destiny points without sacrificing reward (see below), but may require some things, especially pre-planned details or events, to be bent at GM's discretion.

Example: "Erik had done his research; his mark was a proud and arrogant man, but not careless. All of his prized artwork would have alarms and even the slightest shift on their stand would set the whole place into lockdown and send the security teams running. That's why he had slipped a little extra to the maintenance worker they had bribed to let them pass. They payment must have been enough for the pre-planned 'accident' because the alarms started blaring and the security doors sealed shut. The mark jumped with surprise and Erik quickly drew his blaster, he didn't have much time to finish the job while the security teams were distracted and he wasn't going to waste a second."

Reward 1 : As a Tier 2 stunt but also gain the effects of spending a Destiny Point, including activating or enhancing force powers, without actually flipping a counter 2 . Remove 3 Strain instead of 2 1 .

1 In an opposed check, the player may apply a setback die to his opponent's roll instead of removing one from his own.

2 With a 2 or 3 die stunt, may opt out of strain recovery to instead add an automatic advantage to the roll. A 3 Dice stunt, once per session, may instead gain 3 exp.

3 A GM may rule that the destiny point had to have been spent performing the stunt because of adding mechanical advantages to the scene (such as cover) or previously unmentioned toosl/devices. Also, this effect counts towards the one Destiny Point per action limit.

As a player based reward system, minions and rivals should never get the chance to stunt. It is the role of GM in order to form a detailed narrative and there should be no reward for doing such. However, as a balance factor and as a way to push for interesting encounters stunting rewards should be given to Nemesis rolls based on the amount of detail and involvement as normal. Though, Tier 3 stunts should remain a player reward only. In addition, the stunt system should not bog the game down and bore players with constant over the top descriptions. If it becomes a problem have an honest talk with problem players or listen to criticism from your own. There may be situations where, in order to make sure the action stays fluid, you inform players that stunt rewards won't be given out for an encounter or session.

Edited by OfficerZan

When it comes to removing setback, you fall into the “Isn’t there a Talent for that?” trap. And setback dice should be handed out liberally. Otherwise, there is no value to those talents, and players will feel like they wasted their XP.

Now, when it comes to adding boost dice for good roleplaying, I think that’s a great idea. But I wouldn’t call it “Dice Stunting”.

The stunt mechanic in Exalted is a narrative bolt-on to the otherwise rigid WoD system. That also explains why it worked so well with Shadowrun and D20. The Narrative Dice System has narration built-in, so it's somewhat superfluous since die roll narration already should take place before and after the die roll.

If you really want to bring something like that over, and I can understand why, I would take Brad's advice up there and just allow a single boost die for awesome narration as the GM feels appropriate. Don't bother with the different stunt levels because you should already have plenty to narrate just with the RAW game.

Agree with the others, no additional mechanic is necessary. If somebody makes the table crack up, or has a really clever way to approach a problem, boost dice are a given. I don't think you need higher tiers either, if they want more they can flip a DP.

Yeah I wouldn't add extra complexity as conditions of various tiers, but from what I remembered of Exalted (not much) wasn't there some thing like if you interact with X, Y and Z you can get up to 3 boosts? I would reduce that to use one or more to get a single boost die- to avoid inflating the dice pool, which could have balance issues.

X- Describe your action in a cool way that you have not used before

Y- Describe your action in a way that interacts with the environment

Z- Describe your action in a way that interacts with a character not directly involved in your action (an ally, or an NPC)

That game-ifies it enough that the players always have a surefire way of gaining a boost and adding to the narative, but not overly inflated to impact the balance of the mechanics

Regarding your original idea, I wouldn't involve setback dice or strain:

I do agree that you shouldn't take away setback dice because that undermines talents

I am not sure how I feel about strain- strain always feels like it gets underused at my table, I may be doing it wrong though.

ALTHOUGH- using it as a reactionary thing to ADD a setback die to enemy moves seems like a useful way of getting players to care about opposed actions

Edited by diversionArchitect

Yeah I thought about it more after reading your posts. All the sad pouty faces from my Exalted vets were starting to make me long for the days of narrative stunting as well. One of those, I miss it, so let's complicate simple system moments.

Thus why I posted haha, thank you :)

IMO, in a good game you will get a lot of players who do the same sort of thing, but it’s done in a more narrative style.

They’ll roll a Triumph or a Despair, and then come up with cool explanations for how that happens. Or the same with just Advantage or Threat.

There are examples of this in some of the “live play” videos I’ve seen for FFG’s SWRPG, which are available on YouTube and are linked in various threads in this forum. And there’s a number of podcasts which you can listen to for lots of ideas in this space.

You don’t need to steal a complex mechanism from another game, regardless of how well it works for that other game, or adds an element of play that you like.

Instead, I would recommend that you borrow the good parts of related ideas from various places, and leave behind the complex baggage that you don’t need to bring along with you.

In Exalted it was actually really simple and stays simple in games where the dice pool is additive instead of upgraded like FFGSW. 1 die, 2 Dice, or 3 Dice and recover some essence. Becomes needlessly complicated in FFG, so I'm in agreement with ya'll.