One of the interesting things about The Raid: Redemption is its cavalier attitude toward weapons. Our hero does a half dozen cool things with his tonfa, is disarmed, than then totally refuses to pick it back up again when he has plenty of time after the fight. Obviously, he’s done all the cool things there are to do with it, and it’s done. That got me thinking about traditional stunt systems, which are all about trying to describe doing something cool with your attacks in the moment. In my experience, this is neat at first, but inevitably leads to repeats as the session goes on, because most players are going to want to stick with their best attack. What if it was flipped, The Raid-style?

In this system, each weapon, scene, and fighting style can have a short list of stunts associated with it. These are chosen before the session by the GM and/or group collaboration, and focus on being as different as possible.

When anyone, player or NPC, uses the stunt during play, it’s marked off. Others can do that stunt again, but it won’t grant a bonus. The list refreshes each session or at the beginning of a new scenario.

In systems that give a large advantage for specializing in a weapon, the stunt bonus should be attractive enough to tempt the player to try something different that isn’t used up (perhaps giving out a Fate/Hero/Action point instead of a direct bonus on the attack).

The goal is to get the players switching up their action style regularly both to get a bonus and deny that bonus to their enemies.

Examples:

Pistol

  • Pistol-whip to the throat
  • Spin and shoot from behind the back
  • Dive and shoot in midair
  • Shoot following up a melee attack
  • Roll along the ground and shoot from a sitting stance
  • Pistol-whip to the joints

Tonfa

  • Incapacitating strike with the back end
  • Block a barrage of attacks
  • Hook target behind the neck and smash into something solid
  • Hook leg to trip
  • Spin out the long end for a sudden attack
  • Throw across the room

Narrow Corridor

  • Run up one wall and tackle into the other
  • Throw someone to smash through a door
  • Hide in the ceiling and drop attack target
  • Dodge flanking opponents so they attack one another
  • Impale someone on shattered props/environment
  • Fill the hall to keep someone from getting past
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