DracoKnight

2015-07-24, 08:57 PM

I'm introducing a new rule into my campaign tonight, and I was wondering if it's balanced. The point of this rule is to allow the players to do cool things, that they would not normally be able to do.

I got the idea while watching Titan's Grave, Will Wheaton's current campaign on Geek & Sundry.

Stunts:

When Initiative is rolled every player will roll a special set of d6. This set of d6 will consist of 2d6 of the same color, and a differently colored third d6, called the Stunt Die. If on a roll of the dice, the number is 10 or higher and you have doubles, you gain an amount of "stunt points" equal to the number on the Stunt Die. You have these stunt points until the end of the encounter, and you can spend them all at once, one at a time, or an amount equal to the amount of points necessary to pull off your desired stunt. In combat, you may use your action to roll these dice again.

Stunt Points:

1: You gain Advantage

2: You deal an extra amount of damage equal to your damage modifier

3: You automatically score a Critical Hit, on the first attack of your turn.

4: You double the targets of your attack, or the radius of your spell.

5: You can take your desired action twice.

6: If you roll a natural 20 on an attack roll, you can deal an amount of damage equal to your hit point maximum.

I got the idea while watching Titan's Grave, Will Wheaton's current campaign on Geek & Sundry.

Stunts:

When Initiative is rolled every player will roll a special set of d6. This set of d6 will consist of 2d6 of the same color, and a differently colored third d6, called the Stunt Die. If on a roll of the dice, the number is 10 or higher and you have doubles, you gain an amount of "stunt points" equal to the number on the Stunt Die. You have these stunt points until the end of the encounter, and you can spend them all at once, one at a time, or an amount equal to the amount of points necessary to pull off your desired stunt. In combat, you may use your action to roll these dice again.

Stunt Points:

1: You gain Advantage

2: You deal an extra amount of damage equal to your damage modifier

3: You automatically score a Critical Hit, on the first attack of your turn.

4: You double the targets of your attack, or the radius of your spell.

5: You can take your desired action twice.

6: If you roll a natural 20 on an attack roll, you can deal an amount of damage equal to your hit point maximum.