How do you class "stunty"?
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- Sushé Wakka
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How do you class "stunty"?
I was wondering: Do you consider Stunty a negatrait or a useful skill? I mean, unlike other skills (which always helps) Stunty is one of those strange skills/racial characteristics/traits that have good and bad things. I'd like to know, which of the factors do you think is more important?
PROS:
.- Ignores the tackle zones of the square he's dodging into.
CONS:
.- Opponents benefit of a +1 to injury when rolling against them.
.- One-band penalty on throwing
.- No General Skill Access
PROS:
.- Ignores the tackle zones of the square he's dodging into.
CONS:
.- Opponents benefit of a +1 to injury when rolling against them.
.- One-band penalty on throwing
.- No General Skill Access
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Re: How do you class "stunty"?
Stunty is definately a good thing. You used to see GR's etc take it on a double.
Gen Skill access has nothing to do with Stunty.
Sushé Wakka wrote:- No General Skill Access
Gen Skill access has nothing to do with Stunty.
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Ian 'Double Skulls' Williams
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Re: How do you class "stunty"?
Ian, that was the Stunty that had no penalties implied (i.e. In the 3rd ed. the +1 injury and the one-band penalty applied to Goblins and Halflings, not to Stunty players). Now it is a racial characteristic with both Pros and Cons, and cannot be obtained through doubles.ianwilliams wrote:Stunty is definately a good thing. You used to see GR's etc take it on a double.
And the only players without access to General Skills are the Goblins, Halflings and Skinks. Curiously, the only which also have the Stunty racial characteristic.
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I still think you may see the odd Gutter Runner take stunty on a double (if it were a mutation), even with the injury & range penalty. On a 1 turn wonder stunty would be a great skill even now.
Even without you can protect GR's to some extent and the ability to just waltz through enemy teams (AG 4 and dodge skill) make it a very useful skill to have.
Even without you can protect GR's to some extent and the ability to just waltz through enemy teams (AG 4 and dodge skill) make it a very useful skill to have.
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Re: How do you class "stunty"?
A lot of leagues (mine included) played that stunty always gave +1 to injury and +1 range. We'd still gladly give it to gutter runners on a double. If people were prepared to use a double roll on a gutter runner (wasting the chance to get VLL, foul appearance or horns) for stunty, that shows you it's a VERY positive skill.Sushé Wakka wrote:Ian, that was the Stunty that had no penalties implied (i.e. In the 3rd ed. the +1 injury and the one-band penalty applied to Goblins and Halflings, not to Stunty players).ianwilliams wrote:Stunty is definately a good thing. You used to see GR's etc take it on a double.
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Well, after rading all your replies I see that is commonly agreed that the less stunties there are in the team, and the faster/more agile the stunty is, the better the skill is (that for sure is a syntathic aberration). I guess that's why Stunty teams are so bad but most people wanted to have a Stunty Gutter runner. Thanks guys, this made an interesting reading.
(typo edited)
(typo edited)
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