
Mikael Sebag RPG Superstar 2014 Top 16 |

Okay, so having looked over the "Daring Acts" method of regaining grit points, I must say that it's a little too open-ended for rules as codified and consistent as d20 Pathfinder. GM arbitration is tricky business and to make it essential to such a core part of the class can lead players to feel as if there's either favoritism or uncalled-for cruelty at the game table (supposing a gunslinger is either regaining tons of grit [or none at all] through daring acts).
Having looked over the examples, the rules might be more finite if expressed as follows:
Daring Acts: Each time a gunslinger performs a daring act, she regains 1 grit point. A daring act is any Acrobatics check for which the DC is equal to or greater than the gunslinger's Acrobatics modifier + 10, so long as the possibility of injury is the consequence of failure.
I know that there are other "daring acts" out there, but those listed were all Acrobatics, so...
Also, does the gunslinger need to succeed on the daring act or simply perform it? Regaining grit in the event of failure seems strange.
Thoughts?

Realmwalker |

I think if they are real daring acts if the gunslinger fails getting grit back won't be an issue since you'll be rolling a new character if you fail
but in all seriousness, I don't think they all need to be 30 foot jumps over lava.
Yeah but the shield slide down a staircase into a room full of Goblins at first level was intense and completely freaked the players in my group out. If you want this to work watch a lot of John Woo's gunflicks and a good amount of Jackie Chan movies and you should not have any problems convincing your GM to give up that Grit Point.

Anion |

I do find it odd that this effectively means that higher level characters need to be more 'extreme' in order to earn grit back. That or they have to minimize the skill points they place into the skills they use most often to 'maximize' the chances of earning grit - albeit at the risk of taking damage or putting themselves in eminent danger.
At least the two others means of obtaining grit are very simple to handle.

Cartigan |

you should not have any problems convincing your GM to give up that Grit Point.
False. Even DOING anything like that is ALREADY requiring GM arbitration and friendliness, so after convincing them for that, you have to convince them to give you bonus points to fuel your class abilities?

Richard Leonhart |

I too think that it disfavors those who put skillpoints in things like acrobatics. Which is WEIRD.
I would rather go with all physical skillchecks that are partylvl+10.
Like that someone with full acrobatics still has a 50/50 chance, and feats and such can enhance it so he doesn't really risk his life every time.
But somehow I see the daring gunslinger as the jerk who gets the party into a lot of trouble :(

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I think that Gunslinger is probably going to be one of those classes, like the Paladin, that involves sitting down with the GM ahead of time and outlining how the class is going to work. Just like the Paladin is going to hammer a code, the Gunslinger is going to need to figure out what is going to constitute a "Daring Act".
However, I do have to say that even though the Gunslinger is built off of the Fighter, it DESPERATELY needs at least 4+INT skill points.

Mojorat |

Mojorat wrote:Yeah but the shield slide down a staircase into a room full of Goblins at first level was intense and completely freaked the players in my group out. If you want this to work watch a lot of John Woo's gunflicks and a good amount of Jackie Chan movies and you should not have any problems convincing your GM to give up that Grit Point.I think if they are real daring acts if the gunslinger fails getting grit back won't be an issue since you'll be rolling a new character if you fail
but in all seriousness, I don't think they all need to be 30 foot jumps over lava.
oh I should stress I love this style of play, my barbarian did the lava jump at lvl 6 and as I said in one of the other threads I'd kill for this concept in a swashbuckler type. I really like the feel of the idea and would have no trouble coming up with daring acts.

Stephen Radney-MacFarland Senior Designer |

oh I should stress I love this style of play, my barbarian did the lava jump at lvl 6 and as I said in one of the other threads I'd kill for this concept in a swashbuckler type. I really like the feel of the idea and would have no trouble coming up with daring acts.
And that is what we are going for with this mechanic. While Pathfinder Society and many home games may avoid the imprecision of daring acts, we wanted to create a more free-flowing narrative way in which a gunslinger could regain grit…sometimes even in non-combat situations if the GM thinks it is warranted.
That said, for those who feel it is too metagame or not within their normal play style, I hear you. Maybe daring deeds are better as an optional rule for GMs who also like this style of play.
What do you think?

Stephen Radney-MacFarland Senior Designer |

Daring Acts for Grit is a great system. For Savage Worlds. Pathfinder, as d20, needs something a bit more well-defined as a primary system.
And that's why daring acts is not the only way to regain grit. It's an alternative method that allows for GM oversight.
I'm not sure that I totally agree with you that it has no place in Pathfinder. I think the question is to find the right place for it in Pathfinder.
A GM option may be the trick. It is essentially a GM option rule already.
But I am interested in hearing more opinions on the matter. This is the great thing about playtests. We get to try new things and see how they stick.

Mortagon |

One of my players always goes for trying to do insane and dangerous stunts. He will love that there now is a class that actually rewards doing that kind of stuff. I think a daring stunt should be something where the gunslinger has at least a 50% chance of either getting physical damage or some detrimental condition game-wise.

Cartigan |

Cartigan wrote:Daring Acts for Grit is a great system. For Savage Worlds. Pathfinder, as d20, needs something a bit more well-defined as a primary system.And that's why daring acts is not the only way to regain grit. It's an alternative method that allows for GM oversight.
But it's basically the easiest way to gain Grit for table divas. Having it as an option? Sure, why not. But there needs to be more consistent ways for people who aren't theater majors to gain grit at the same rate.

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Stephen Radney-MacFarland wrote:But it's basically the easiest way to gain Grit for table divas. Having it as an option? Sure, why not. But there needs to be more consistent ways for people who aren't theater majors to gain grit at the same rate.Cartigan wrote:Daring Acts for Grit is a great system. For Savage Worlds. Pathfinder, as d20, needs something a bit more well-defined as a primary system.And that's why daring acts is not the only way to regain grit. It's an alternative method that allows for GM oversight.
Mechanics that encourage role playing = good.

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I second Leonhart's suggestion, that the act should be something with a target DC based off of the PC's level.
Make it difficult if you like, and/or scale the DC to allow for the improvement of stat mods and scaling of feats like Skill Focus.
Not so it totally negates them; those with SF should have over 50:50 chance, those without, slightly less.
But it needs some finite target DC, if it's to be usable from one table to the next (like PFSoc), to give the GMs a hint at the designers' intent.

Cartigan |

Cartigan wrote:Mechanics that encourage role playing = good.Stephen Radney-MacFarland wrote:But it's basically the easiest way to gain Grit for table divas. Having it as an option? Sure, why not. But there needs to be more consistent ways for people who aren't theater majors to gain grit at the same rate.Cartigan wrote:Daring Acts for Grit is a great system. For Savage Worlds. Pathfinder, as d20, needs something a bit more well-defined as a primary system.And that's why daring acts is not the only way to regain grit. It's an alternative method that allows for GM oversight.
"Mechanics" that give certain players a notable benefit above others = bad. I know alot of people around here want to play the role-playing focused table-tops without actually playing them, but turning Pathfinder into one of them is a nonstarter.

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One of my players always goes for trying to do insane and dangerous stunts. He will love that there now is a class that actually rewards doing that kind of stuff. I think a daring stunt should be something where the gunslinger has at least a 50% chance of either getting physical damage or some detrimental condition game-wise.
That's the player type that believes "Million to one chances should work over half the time.", right?

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Gorbacz wrote:"Mechanics" that give certain players a notable benefit above others = bad. I know alot of people around here want to play the role-playing focused table-tops without actually playing them, but turning Pathfinder into one of them is a nonstarter.Cartigan wrote:Mechanics that encourage role playing = good.Stephen Radney-MacFarland wrote:But it's basically the easiest way to gain Grit for table divas. Having it as an option? Sure, why not. But there needs to be more consistent ways for people who aren't theater majors to gain grit at the same rate.Cartigan wrote:Daring Acts for Grit is a great system. For Savage Worlds. Pathfinder, as d20, needs something a bit more well-defined as a primary system.And that's why daring acts is not the only way to regain grit. It's an alternative method that allows for GM oversight.
I know a lot of people around here who want to play their tactical wargame without having any "theater" interrupting them, but turning Pathfinder into 4E is a nonstarter.

Dragonsong |

Well I ticked some of these off in another thread befopre i saw this one Stephen.
I'll grant the "daring acts as an optional rule" but to encourage all players and classes rather than one specific class and thus likely only one player to role play; this system should allow you to gain a hero point (from the APG) and one of the uses should be spend a hero point to gain a use of a limited use ability, ki point, grit, smite, judgement, etc. Mechanics that make the whole group want to Role Play = more win than only benfiting one player.
You have a grit recovery mechanic that favors low dex for gunslingers they gain grit when they kill an enemy. In that case I want to tank my roll to go after everyone else in the party to kill what they have softened up.
Why not have a "got the drop on them" one that allows for grit recovery for shooting an opponent who has not yet acted in the combat?
"You eyeballin' me?" regain one grit when you sucessfully demoralize an opponent by 5 or more with an Intimidate check.
"It's just a flesh wound" regain a grit after being the target of a sucessful critical hit.
more later

Cartigan |

Cartigan wrote:I know a lot of people around here who want to play their tactical wargame without having any "theater" interrupting them, but turning Pathfinder into 4E is a nonstarter.Gorbacz wrote:"Mechanics" that give certain players a notable benefit above others = bad. I know alot of people around here want to play the role-playing focused table-tops without actually playing them, but turning Pathfinder into one of them is a nonstarter.Cartigan wrote:Mechanics that encourage role playing = good.Stephen Radney-MacFarland wrote:But it's basically the easiest way to gain Grit for table divas. Having it as an option? Sure, why not. But there needs to be more consistent ways for people who aren't theater majors to gain grit at the same rate.Cartigan wrote:Daring Acts for Grit is a great system. For Savage Worlds. Pathfinder, as d20, needs something a bit more well-defined as a primary system.And that's why daring acts is not the only way to regain grit. It's an alternative method that allows for GM oversight.
Hate to tell you, but Pathfinder was already d20 the minute it took over 3.5's portfolio.
Let's not even get into the fact you seem to have declared "role-playing" and "doing anything based on game mechanics" as mutually exclusive. Again.
Zurai |

But it's basically the easiest way to gain Grit for table divas. Having it as an option? Sure, why not. But there needs to be more consistent ways for people who aren't theater majors to gain grit at the same rate.
I guess that depends on what you consider the rate of Daring Acts gains to be. I don't think they're intended to be (read: balanced based on being) more than a couple extra Grit points per day. Given that, you already have such options. Killing something with a gun is pretty much an automatic +1 point per day, and while guns are 20/x4 crit weapons, you'll be firing enough shots over the course of any given day (since that's all a gunslinger can do) that you'll have a decent chance of getting a crit for a second point.
My problem with the Gunslinger is that it's a combat-primary, full-BAB class that cannot ever make iterative attacks with their intended primary weapon and has a very small damage bonus, and has very little non-combat utility to make up for its obsolescence in combat. A single 1d8+x shot per round, which requires the character to move no more than 5 feet to even get (since even pistols require a standard action to reload, rapid reload can only reduce that to a move action), very quickly becomes worthless in combat.
This is the 3.5/pathfinder core rules crossbow archer all over again. Without the ability to make iterative attacks, or a massive damage boost on the single attack he does get, the gunslinger is going to find himself dramatically outclassed very quickly. That's a shame for an alternate class based off the damage king (the Fighter does more damage to an arbitrary target than any other class in the game, on average), and for a class that's as conceptually cool and flavorful as this.

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Gorbacz wrote:Cartigan wrote:I know a lot of people around here who want to play their tactical wargame without having any "theater" interrupting them, but turning Pathfinder into 4E is a nonstarter.Gorbacz wrote:"Mechanics" that give certain players a notable benefit above others = bad. I know alot of people around here want to play the role-playing focused table-tops without actually playing them, but turning Pathfinder into one of them is a nonstarter.Cartigan wrote:Mechanics that encourage role playing = good.Stephen Radney-MacFarland wrote:But it's basically the easiest way to gain Grit for table divas. Having it as an option? Sure, why not. But there needs to be more consistent ways for people who aren't theater majors to gain grit at the same rate.Cartigan wrote:Daring Acts for Grit is a great system. For Savage Worlds. Pathfinder, as d20, needs something a bit more well-defined as a primary system.And that's why daring acts is not the only way to regain grit. It's an alternative method that allows for GM oversight.Hate to tell you, but Pathfinder was already d20 the minute it took over 3.5's portfolio.
Let's not even get into the fact you seem to have declared "role-playing" and "doing anything based on game mechanics" as mutually exclusive. Again.
Since when d20 isn't a role-playing game?
Also, putting things I didn't say into my mouth brings you to about CoDzilla level of discussion. Try harder, I know you have the brains to do so.

Mikael Sebag RPG Superstar 2014 Top 16 |

If it was the only way to gain grit I would have a problem, but as it is I think it's fine, similar to one of the ways to gain Hero points. I don't think it was intended to be the primary way for gunslingers to acquire grit.
Even if it's not the primary way to regain grit, the fact that it's an option is setting a dangerous precedent for class abilities that require GM arbitration. For something more on the periphary that'd be okay, but for something as essential as a 20-level class' ability to regain a resource (ie. ki, spells, grit, rage, etc.), it's way too open to abuse.
To be clear, I'm in favor of one of two options:
1) Adjusting the rules so that a "daring act" is more clearly defined within the rules and can be performed without GM arbitration. (As for the requisite height of the DC, maybe character level + 15 to account for Skill Focus and Dexterity bonuses?)
2) Keep it as an optional rule, in a pretty brown little sidebar with that beautiful, brown filigree.
I know that the paladin has built-in rules that require GM arbritation (his code), but I think we can all agree that the alignment system is by no means perfect and that looking to the paladin as a precedent for this sort of thing is to put the weakest part of that class (mechanically) on a pedastal.
Also, I'm not sure that the Daring Acts grit-regaining-method necessarily supports good roleplaying decisions. In fact, I'm inclined to say that as a gunslinger I'd be more likely to perform reckless acts for the sole purpose of me, as a player, wanting more grit, rather than my character being pumped full of bravado.
When your sorcerer has only one spell left, and has to choose between blasting a monster with ice storm or protecting his ally with a resilient sphere, you've got great drama. The way you spend your resources defines your character; not the way you acquire them.

Dragonsong |

If it was the only way to gain grit I would have a problem, but as it is I think it's fine, similar to one of the ways to gain Hero points. I don't think it was intended to be the primary way for gunslingers to acquire grit.
As the other two are get a crit on an item with a crit range of 20 and to drop an opponent to 0 or below it kinda seems like the option that you can do the most often of the 3. To me indicates the need for more options or a bigger pool.

Starbuck_II |

what should a gunslinger stop from wearing a splint mail and a tower shield (not proficient of course) and not put anything in any physical skill.
With a -30 on that skill it should be a daring act to walk! 1 grit for every step ^^
Hmm, nah, try jumping jacks, you have to have a 50% chance to fail or lower. Nothing else is listed as a requirement.
Walking has no check.
Realmwalker |

Cartigan wrote:Mechanics that encourage role playing = good.Stephen Radney-MacFarland wrote:But it's basically the easiest way to gain Grit for table divas. Having it as an option? Sure, why not. But there needs to be more consistent ways for people who aren't theater majors to gain grit at the same rate.Cartigan wrote:Daring Acts for Grit is a great system. For Savage Worlds. Pathfinder, as d20, needs something a bit more well-defined as a primary system.And that's why daring acts is not the only way to regain grit. It's an alternative method that allows for GM oversight.
+1
I will have a lot of fun implementing this into my games.I think this:
"I kick over the shield, then step onto it sliding down the stairs. Upon reaching the bottom I take aim and fire one of my pistols into the nearest goblin."
Is much better than this:
"I move 30 feet down the stairs and shoot the nearest goblin."
and making the acrobatics check to do the stunt should be worth a point of grit.

Dragonsong |

+1
I will have a lot of fun implementing this into my games.
I think this:
"I kick over the shield, then step onto it sliding down the stairs. Upon reaching the bottom I take aim and fire one of my pistols into the nearest goblin."Is much better than this:
"I move 30 feet down the stairs and shoot the nearest goblin."
and making the acrobatics check to do the stunt should be worth a point of grit.
I am not disagreeing with you, but what I would rather see (and maybe it is in parts of UC that aren't up for playtest) is a more universal system that rewards the ranger the paladin the cleric or wizards for making the same decision as the gunslinger you described above.

ProfessorCirno |

Gorbacz wrote:Cartigan wrote:Mechanics that encourage role playing = good.Stephen Radney-MacFarland wrote:But it's basically the easiest way to gain Grit for table divas. Having it as an option? Sure, why not. But there needs to be more consistent ways for people who aren't theater majors to gain grit at the same rate.Cartigan wrote:Daring Acts for Grit is a great system. For Savage Worlds. Pathfinder, as d20, needs something a bit more well-defined as a primary system.And that's why daring acts is not the only way to regain grit. It's an alternative method that allows for GM oversight.+1
I will have a lot of fun implementing this into my games.
I think this:
"I kick over the shield, then step onto it sliding down the stairs. Upon reaching the bottom I take aim and fire one of my pistols into the nearest goblin."Is much better than this:
"I move 30 feet down the stairs and shoot the nearest goblin."
and making the acrobatics check to do the stunt should be worth a point of grit.
"Sorry, not dramatic and/or difficult enough. No grit."
See that sentence? That's the problem.

Realmwalker |

Realmwalker wrote:Gorbacz wrote:Cartigan wrote:Mechanics that encourage role playing = good.Stephen Radney-MacFarland wrote:But it's basically the easiest way to gain Grit for table divas. Having it as an option? Sure, why not. But there needs to be more consistent ways for people who aren't theater majors to gain grit at the same rate.Cartigan wrote:Daring Acts for Grit is a great system. For Savage Worlds. Pathfinder, as d20, needs something a bit more well-defined as a primary system.And that's why daring acts is not the only way to regain grit. It's an alternative method that allows for GM oversight.+1
I will have a lot of fun implementing this into my games.
I think this:
"I kick over the shield, then step onto it sliding down the stairs. Upon reaching the bottom I take aim and fire one of my pistols into the nearest goblin."Is much better than this:
"I move 30 feet down the stairs and shoot the nearest goblin."
and making the acrobatics check to do the stunt should be worth a point of grit.
"Sorry, not dramatic and/or difficult enough. No grit."
See that sentence? That's the problem.
Then play with another GM, in my opinion if a GM can not handle a class do not let it in the game, don't let the player play and gimp that player at every turn. A GM that does that is a very poor GM in my honest opinion.

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As someone who DMs mostly for my group, the daring acts inclusion to gain grit back is a headache. Trying to be consistent over 50-something game sessions to determine what was a daring act as levels, power, abilities and danger increases I can see becoming a huge problem. I'd much rather have something codified so that there's a firm foundation of what's considered daring instead of a somewhat arbitrary and probably inconsistent ruling by me as time goes on in the campaign. I love the cinematic feel of what they are trying to accomplish but considering the core rules system Pathfinder uses, I don't think it fits as currently written. All characters perform daring acts over the course of a game session, but only one will gain a mechanical benefit for doing so.

Realmwalker |

As someone who DMs mostly for my group, the daring acts inclusion to gain grit back is a headache. Trying to be consistent over 50-something game sessions to determine what was a daring act as levels, power, abilities and danger increases I can see becoming a huge problem. I'd much rather have something codified so that there's a firm foundation of what's considered daring instead of a somewhat arbitrary and probably inconsistent ruling by me as time goes on in the campaign. I love the cinematic feel of what they are trying to accomplish but considering the core rules system Pathfinder uses, I don't think it fits as currently written. All characters perform daring acts over the course of a game session, but only one will gain a mechanical benefit for doing so.
I don't find it a problem at all but I have also GM Feng Shui for about 5 years so I'm used to dealing with over the top stunts and assigning difficulties to them. I like the mechanic it is fun and it makes the players think about what they want to do instead of "I shoot the injured orc the dwarf hit with the axe."

Anion |

I just happened to think about how 'daring' it would be to be a fully armored (adamantine full plate for the heck of it) gunslinger riding bareback on an untrained horse in combat. Every round you could be 'daring' by simply firing your gun while trying to stay mounted on your horse... XD
...granted, every 6 seconds or so you'll probably fall off and hurt yourself, but you'll have a lot more grit than that other gunslinger that actually *took* ranks in ride and used a saddle like a normal person!
The idea behind Daring Acts is great, the current mechanics however, are not. A DC that is CL/HD based is probably best, with a limit re-earned per combat scenario / location / other standard of time to prevent abuse.

Realmwalker |

I just happened to think about how 'daring' it would be to be a fully armored (adamantine full plate for the heck of it) gunslinger riding bareback on an untrained horse in combat. Every round you could be 'daring' by simply firing your gun while trying to stay mounted on your horse... XD
...granted, every 6 seconds or so you'll probably fall off and hurt yourself, but you'll have a lot more grit than that other gunslinger that actually *took* ranks in ride and used a saddle like a normal person!
The idea behind Daring Acts is great, the current mechanics however, are not. A DC that is CL/HD based is probably best, with a limit re-earned per combat scenario / location / other standard of time to prevent abuse.
An Acrobatics or Similar skill roll at 10+the character's skill bonus that has a chance if failed to put the Gunslinger in jeopardy.
Stunts seen in movies that could qualify sliding down a banister blasting all the way down. Shield surfing in to a room full baddies. Most stunts seen in a Jackie Chan or Jet Li movie. If it is cool the GM should allow the roll but the player should be able to at least describe what he is doing.
If the roll fails he could take damage (ie falling down the stairs and ending up prone in a room full of baddies, or even falling damage)
Hell in my games I would allow an Intimidation roll to do it if the player can come up with a cool enough line.

Richard Leonhart |

Realmwalker, so you would allow a player to get grit by making a skillcheck (against a difficult 50/50 barrier) with a skill that has nearly no bad side if it goes wrong?
Let's assume that "make my day, punk" is a cool enough line, what's stopping the gunslinger from using it on everyone in a bar?
Also the rules as they are know help those who are not skilled. Intimidating without skill is easier to confront a 50/50 chance than having an inquisitor with full-fletched intimidation build.
The problem is that most boni (taking a good skill) shouldn't become mali (having a difficult time finding a 50/50 chance).
Also risking your life isn't always that cool, so you would have to stick with the skills that have no downside when you loose, but does that truly represent grit?
Even in the case of intimidatin a whole bar, because you need grit, what would the rest of the team say to that?

Realmwalker |

Realmwalker, so you would allow a player to get grit by making a skillcheck (against a difficult 50/50 barrier) with a skill that has nearly no bad side if it goes wrong?
Let's assume that "make my day, punk" is a cool enough line, what's stopping the gunslinger from using it on everyone in a bar?
Also the rules as they are know help those who are not skilled. Intimidating without skill is easier to confront a 50/50 chance than having an inquisitor with full-fletched intimidation build.
The problem is that most boni (taking a good skill) shouldn't become mali (having a difficult time finding a 50/50 chance).
Also risking your life isn't always that cool, so you would have to stick with the skills that have no downside when you loose, but does that truly represent grit?Even in the case of intimidatin a whole bar, because you need grit, what would the rest of the team say to that?
First it has to be a real good line, most people have been in a game where a person in character floored the group with something he did or said. It would have to be one of those. It is more than "Eat Lead B***h!!!!" Think more on how ASH in Army of Darkness used his one liners. That is what made the movie for the most part.
As far as intimidating a whole bar because you need grit goes use common sense. Does the action help drive the story or is it just a reason to get a point.
As the GM you have to make a choice on whether or not it would work. At the same time you got to look at the situation and decide have you given the Gunslinger ample opportunities to gain Grit back. In no way should a GM punish a character for playing his character.
Again it comes from playing the Feng Shui and HKAT games where a "rule of cool" is in place. GMing these two games for more than 5 years I've learned how to arbitrate them. It takes a little work from the GM to do yes, but in the long run will bring an added amount of excitement into your games.
It inspires this type of action
"Django knowing that he has to make this one shot count slides down the banister and at the last moment leaps to the ground in a forward roll. when reaching the upright position in front of his target then raises his pistol and fires."
He then rolls his acrobatics check if he makes it he gains a point of Grit then he makes his attack roll. As long as the the banister slide and forward roll don't take him farther than his move speed it is a move action. If he fails he falls maybe taking damage or ending up prone in front of his target hense the danger.
In my honest opinion that kind of action is much more fun to have happen then this:
"I run down the stairs and shoot the nearest orc." which is all to common of a phrase in gaming.
Look at action movies as an example they do over the top stunts but it is to add to the excitement of the scene. Allow your players to do the same but temper it so it moves the game and not take over. Sometimes in these discussion I feel that the GM is sometimes afraid to arbitrate.

Richard Leonhart |

I agree that coolness is important, and that a it takes good GM'ing.
Yes, perhaps my examples went a bit too far, and didn't use enough common sense.
But to take your example "knowing that he has to make this one shot count", would you really use a 50/50 chance (on the acrobatic skill) for that?
I know it's weird, but one should be able to improve the chance for taking action that bring grit. Perhaps it should even cost grit, like 1 grit + 10/90 chance (+10 on a check for example for 1 grit) to get 1 grit + cool action.
But as is, you only use daring acts in situations that don't count. And a "fair" GM wouldn't normally give you grit for those.
So as a fair GM who would want to give a player a fair amount of grit (and what's fair?) what would you do?

Realmwalker |

I agree that coolness is important, and that a it takes good GM'ing.
Yes, perhaps my examples went a bit too far, and didn't use enough common sense.But to take your example "knowing that he has to make this one shot count", would you really use a 50/50 chance (on the acrobatic skill) for that?
I know it's weird, but one should be able to improve the chance for taking action that bring grit. Perhaps it should even cost grit, like 1 grit + 10/90 chance (+10 on a check for example for 1 grit) to get 1 grit + cool action.
But as is, you only use daring acts in situations that don't count. And a "fair" GM wouldn't normally give you grit for those.
So as a fair GM who would want to give a player a fair amount of grit (and what's fair?) what would you do?
You look at it situation by situation how often is the Gunslinger out of Grit?
He can regain +1 by making his first kill, he also gsins an additional on a nat 20 and confirmed crit. I don't know about you I have had strings of games where no one in the party crits. The only thing you have left is daring act.
How important is the use of Grit going to be to the Gunslinger in question? If he is really gonna need it (as GM you will know this faster than the player) then be a bit easy on the player when he tries.
Is the Player attempting the Daring act only doing it for the extra grit and not because it is needed? Then be a little more unforgiving about it.
Is the Daring Act that damn cool (again watch your group their reactions will often give you a clue. Hell even if you think it is that damn cool you are the GM.) Then allow for it, in the end it needs to help drive the enjoyment of game in play.
Watch a few movies...Good ones are Drunken Master, Rumble in the Bronx, and Wheels on Meals with Jackie Chan not a Gun Movie but a lot of daring acts (his stunts are some of the best). For awesome gun tricks try Killer, Hard Boiled, and A Better Tomorrow by John Woo and Chow Yun Fat some of the gun stunts there are very well done. Movies can give you a lot of idea on what to allow for the rule of cool.
Purchase the Feng Shui Game they have some good rules for arbitrating stunts. (Good Gamers play about anything.)
Hell or you could just take a bribe. Oh is that pizza for me here have some Grit :) just kidding...