scumofsociety said:
Im curious as to how this stunt points things works. I can see that it's basically a critical hit mechanic that allows you a bit of choice in what the effect of the critical hit is, but I don't quite get how it also handles aimed shots, multiple attacks etc.
I'll see if I can explain it in more detail.
As Alex explained, if you hit, and you get doubles on any of the three dice, then you get the Dragon Die value in points to spend on stunts. These must be used on the current attack (or discarded) and you can perform multiple stunts per round.
For physical attacks, options are available to move yourself or your target, to reload your ranged weapon, to knock the enemy prone, to take a defensive stance, to attempt a disarm, to increase your damage, to lower your enemy's armor rating, to make an immediate second attack, to hit multiple available targets, or to force yourself to the top of the initiative list next round. Each one costs between 1 and 4 stunt points to use, and a different list is available for magic attacks.
The stunts can be combined if you have enough points. If you earned 6 points, for example, a character could halve the defense of their target, deal an extra 1d6 damage (a 30-50% increase), and attempt a disarm all in the same action (plus their normal weapon damage).
What I like the most about this is that it removes the whole "How difficult would it be to ______?" negotiation phase of the battle that frequently comes up with aimed shot rules and specialty attacks. Instead, a given character just performs their attack, and once every three-ish die rolls they get the opportunity to do something extraordinary.