Fantasy AGE - Stunt Point Fundamentals
The hallmark of an Adventure Game Engine system is the stunt die. AGE uses three six-sided dice where one is different and called the stunt die. It's most famous use is as a "critical roll" tool where if doubles are rolled the action gets points to spend that turn on some extra bonuses (like more damage, or a utility action). Most interesting about the stunt points are how it's numbers are a little un-intuitive.
Stunt Points
If you roll doubles and the ability test is a success, you will generate stunt points for that turn and be able to spend them to further augment that action. Here are some important facts about generating stunt points"
- A TN 11 ability test on average will general 1.004 stunt points (over successes and fails) assuming no bonuses.
- A higher outcome on the ability test usually mean lower than average number of stunt points. This is because the two non-stunt die are likely a better result which lets the stunt die have more options. If you. Low successes will have better stunt points because it was likely necessary for that stunt die to have a greater contribution to the result. Looking at only success, a TN3 action has the highest stunt point generation at 1.55. A TN11 will generate 1.004. A TN18 will generate 0.027 stunt points because you are much more likely to fail. If you do succeed, you must of rolled three sixes, thus six stunt points.
- You can see that in the charts. Overall stunt points go down since you are more likely to fail, but if you succeed you are more likely to have a large number of stunt points due to the stunt die being more influential
- If you succeed on a TN11 the average is 2.009 stunt points. You can use that as a rough guide on how many stunt points. Overall all TN's the number of stunt points you may generate is a little higher at 2.28. So use two stunt points for your napkin math.
Stunt Attack
New in Fantasy AGE 2e is the stunt action. This is different than the stunt action in Modern AGE. If the attack is successful:
- FAGE 2e Stunt Action: Two stunt points or the value of the stunt die if doubles are rolled, which ever is higher
- Modern AGE: One plus any stunt points generated via doubles
We can see that the automatic value of two stunt points is a good stand in for the average SP. It essentially is trying to guarantee you stunt points and giving you the average on a success is fair. We need to factor in the minimum of 2SP.
In all cases the stunt action provides more stunt points (grey and yellow versus blue and orange) due to the minimum of 2SP. The difference is just a little more than one for TN 9 and less, while for TN10 and up the difference is less than one.
Let's add in the MAGE stunt attack for comparison.
The MAGE stunt attack is about the same (only a little worse) than FAGE 2e until TN 13 where the plus one really adds to the higher TN results.
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