When you carry around bag of sand in every following battle, it gets kinda weird*. And if "throw sand" is a once per encounter power you have, it will upset people.
The topic of stunting has been mentioned before here:
So, is it possible to make a solid system (For a D&D type game, or whatever else) where 'stunts' are cool one-off things you'll do from time to time to get situational advantages?Cyberzombie wrote:The reason why MTP is popular for stunts is that because the moment you codify chandelier jump or sand in the eyes, you run into problems.
The first is simply that the stunt no longer becomes cool, because it's just using a game mechanic. In effect, it's no longer a special stunt, just another combat maneuver like bullrush. And this leads to one or two things. Either chandelier jump is inferior to what you usually do and nobody uses it or chandelier jump is better than what you can usually do and everyone uses. Because that's what rules do, they create a consistent simulationist reality.
And either way, the game tends to lose out. You get BS where people are either trip spammers or trip sucks so bad they never try to trip anything in the entire game. Or maybe you get bad compromises like Improved trip and improved disarm that tells people that didn't take the feat to go suck a dick. So now the entire point of the spontaneous stunt has been lost.
What most players want out of stunts is the illogical desire that chandelier jump is badass the first time you pull it out, but after that, it loses its effectiveness and forces you to come up with another over the top stunt to try. The power of stunts is derived from the Rule of Cool, not any fixed mechanic. While sand in the eyes should have a good shot of blinding people the first time its used in the campaign, you don't want your game to turn into Olympic dirt tosser deathmatch.
At best you can have guidelines for stunts, but you never want hard coded rules, because once you do that it it's not longer a stunt. About the best stunt rules I've seen come out of Mutants and Masterminds power stunts and even that has a good dose of MTP where the DM decides if a stunt fits with your power theme.
I heard Wushu is a game built around stunting, but I've never looked at it.
*On second thought, that's about as weird as 'color spray' being a spell you prepare, and real world humans carry around flash and smoke grenades when they need to murder people in a dungeon/apartment.