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Author | Topic: [House Rules] (Read 887 times) |
edsan Level 5 Thaumaturgist
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MUTANT LORD
![[homepage] [homepage]](http://images.proboards.com/buttons/www_sm.gif) Joined: Jan 2008 Gender: Male  Posts: 309 Location: The Mighty City of Jakalla Karma: 5 |  | [House Rules] « Thread Started on Mar 1, 2009, 10:59pm » | |
This is where I shall be posting the house rules we will be using on the game. Besides this everything will be by-the-book 1975 EPT.
I'm writing this in no particular order so expect it to be edited to oblivion as time goes on.
SHIELDS There are 3 kinds of shields available:
Normal - Improve AC by 1.
Buckler - Improve AC by 1 against one attack per round only. Small and light enough to allow something else to be carried in the off-hand.
Large - Improve AC by 2. This is a military-grade piece of armor comparable to those big-ass shields used by the Roman legions or the ancient Irish. Heavy, cumbersome (don't try climbing with it) and tends grab others attention as you are effectively carrying a legless coffee table around.
Shields Shall be Broken We will be using the rule from Fight On! #2 that allows a shield to fully absorb the damage from a blow if it gets destroyed. This will happen automatically when a PC suffers enough damage to be put out of a fight, either dead or unconscious, unless the character is unaware of the attack.
This rule only works when facing human-sized enemies in personal combat and to negate certain magical attacks, so don't expect to be able to sacrifice your shield to withstand being hit by a battering ram. 
WEAPON SKILLS Fighters and Adventurers get Weapon Skills. Any character with a weapon skill is at +1 to hit when using that weapon.
Every weapon skill also has a percentage chance associated with it. This is rolled to see if a PC can pull off any weapon stunts (i.e. cutting someone's belt off with harming them) and also represent the character's familiarity with the weapon.
So a fighter could use his [Sword] skill to appraise the quality of the blades at the local shop or determine the weapon of the assassin he just slew is of foreign make.
SORCERY SKILL Every magic-using character has this skill with the value determined by his level and modified by Psychic Ability.
This skill represents the character's ability to let loose a spell in stressful conditions such as combat. Failing a Sorcery roll means the PC needs more time to cast the spell and can try again next round, the spell-slot is never lost.
Outside combat and not subject to pressure the Sorcery skill need not be used to cast spells and these are assumed to work automatically.
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Occasional gaming rants and geeky opinions: Mutant Foursome - http://jakalla.blogspot.com/"Nothing truly glorious is attained through moderation." - the Bednalljan Epics |
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edsan Level 5 Thaumaturgist
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MUTANT LORD
![[homepage] [homepage]](http://images.proboards.com/buttons/www_sm.gif) Joined: Jan 2008 Gender: Male  Posts: 309 Location: The Mighty City of Jakalla Karma: 5 |  | Re: [House Rules] « Reply #1 on Mar 2, 2009, 12:17am » | |
LANGUAGES AND LITERACY
All characters begin the game illiterate, speaking their native language and with a smattering of Tsolyani that will vary according to their INT.
Priests are automatically literate in their native language and every language they select with their Professional Skills.
Adventurers are automatically literate in every language they obtain with their Professional Skills.
Several Original Skills (Groups I-III) also grant literacy, like Scribe-Accountant, Author or Interpreter.
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Occasional gaming rants and geeky opinions: Mutant Foursome - http://jakalla.blogspot.com/"Nothing truly glorious is attained through moderation." - the Bednalljan Epics |
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edsan Level 5 Thaumaturgist
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MUTANT LORD
![[homepage] [homepage]](http://images.proboards.com/buttons/www_sm.gif) Joined: Jan 2008 Gender: Male  Posts: 309 Location: The Mighty City of Jakalla Karma: 5 |  | Re: [House Rules] « Reply #2 on Mar 2, 2009, 1:39am » | |
HIT POINTS, INJURY AND HEALING
Starting Hit Points PCs (and only PCs) begin with a number of HPs equal to a roll of their Hit Dice plus eight.
Unconsciousness Any character down to 2 or less HP automatically goes down unconscious.
Zero Hit Points At exactly 0 Hit Points the PC is in a stable coma and will heal naturally over time if left unhurt. Bellow this (-1 and less) but before dying a character will not begin to heal naturally until receiving some form of medical aid, magical or otherwise.
Death Death comes at negative 3 HP minus one per character level (so -4 for first level PCs).
Depending on the type of injury, total negative hit points and Referee's fiat a character who was killed very recently might be brought back to life with the spedious application of magical healing.
Characters "brought back" this way will loose Basic Talents points.
Natural Healing One point per cycle of rest (one night or equivalent). Having someone with medicine skills automatically increases the rate of healing.
Binding Wounds Any character, even without a healing skill can bind the wounds of another outside of combat as long as this is done before an hour has elapsed since dmagaed was taken. The "binded" PC recovers 1d4 Hit Points.
If a character is alone or otherwise has no one avaiable to bind his wounds he may attempt this proceadure as self-healing with a 50% chance of sucess.
Binding wounds cannot be used to recover HP lost outside of combat or to poison, falls, acids, burning, etc.
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Occasional gaming rants and geeky opinions: Mutant Foursome - http://jakalla.blogspot.com/"Nothing truly glorious is attained through moderation." - the Bednalljan Epics |
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edsan Level 5 Thaumaturgist
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MUTANT LORD
![[homepage] [homepage]](http://images.proboards.com/buttons/www_sm.gif) Joined: Jan 2008 Gender: Male  Posts: 309 Location: The Mighty City of Jakalla Karma: 5 |  | Re: [House Rules] « Reply #3 on Mar 2, 2009, 2:51am » | |
IDEA, KNOWLEDGE and LUCK
Do you like Call of Cthulhu? So do I! These 3 derived percentiles were adapted from that game and here's what they do.
Luck Just what it says. Used in situations where pure dumb luck out-weights all other factors to see if fate favors you.
Based of Comeliness because as we all know beautiful people tend to be lucky bastards in life.
Knowledge Calculated from a character's Age and INT it represents the chance of a PC knowing some fact does does not fall under any skills he possesses. The 3 different values are Easy/Normal/Hard knowledge rolls. The more exotic the fact (from the character's perspective) the harder the roll.
Idea Based on INT. Used to see if the character thinks, remembers or deduces something that the player didn't when there is very good reason for it. A method of helping lessen the gap that might exist between the setting-knowledge of the Referee and the players.
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Occasional gaming rants and geeky opinions: Mutant Foursome - http://jakalla.blogspot.com/"Nothing truly glorious is attained through moderation." - the Bednalljan Epics |
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edsan Level 5 Thaumaturgist
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MUTANT LORD
![[homepage] [homepage]](http://images.proboards.com/buttons/www_sm.gif) Joined: Jan 2008 Gender: Male  Posts: 309 Location: The Mighty City of Jakalla Karma: 5 |  | Re: [House Rules] « Reply #4 on Mar 2, 2009, 3:18am » | |
PERCEPTION and SEX APPEAL
Two more percentiles similar those above.
Sex Appeal The chance someone of the appropriate sexual inclination finds the PC pleasing to the eye. Does not mean the NPC is attracted by character, just that the possibility is there.
The base value represents the chance of that for someone adhering to the cultural standards of beauty of the character. When dealing with foreigners this roll may vary.
Why have such a roll? Because in every game I have run someone eventually tries to "be nice" to a NPC to get their way. Enough said.
Perception Obvious enough. This roll does not substitute what a player says his character his doing in terms of investigation and searching, but it may reveal something "glinting in the corner" or reveal someone is creeping on the PC with a naked dagger ready to strike.
In general, the more broad the description of the character's perceptive action, i.e. "I search the room" as opposed to "I look under the bed and check all the drawers in the cabinet being on the lookout for secret compartments", the greater the chance the referee will decide if something hidden will be found only with a successful Perception check.
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Occasional gaming rants and geeky opinions: Mutant Foursome - http://jakalla.blogspot.com/"Nothing truly glorious is attained through moderation." - the Bednalljan Epics |
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edsan Level 5 Thaumaturgist
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MUTANT LORD
![[homepage] [homepage]](http://images.proboards.com/buttons/www_sm.gif) Joined: Jan 2008 Gender: Male  Posts: 309 Location: The Mighty City of Jakalla Karma: 5 |  | Re: [House Rules] « Reply #5 on Mar 3, 2009, 8:02pm » | |
COMBAT MANEUVERS
Adapted from my memories of several games of different editions of D&D during the years, here's the list of typical combat maneuvers and their modifiers.
Defensive Combat Melee only. Increases AC by 2 while penalizing the attack roll by -4.
Full Defense No offensive action during entire combat round. AC increases by 4 against all attacks suffered.
Charging Melee only. Only possible if there is sufficient space to run and gain momentum on a straight line rush. +2 to attack roll but decreases the PC's AC by 2 against attacks from that enemy.
Berserk Attack / Full Attack Melee only. Ignore self-protection and just ram it in! +2 to attack roll, AC worsens by 4 against all attacks suffered by the character that round. Can be combined with a charge.
Called Shots Missile only. Targets a specific area of the target. Does not do any more damage than the normal attack but might have secondary effects. Typical modifier is -4 on the attack roll.
Attacking from the back Melee only. This dishonorable but effective tactic provides a +4 bonus on the attack roll. 
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Occasional gaming rants and geeky opinions: Mutant Foursome - http://jakalla.blogspot.com/"Nothing truly glorious is attained through moderation." - the Bednalljan Epics |
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edsan Level 5 Thaumaturgist
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MUTANT LORD
![[homepage] [homepage]](http://images.proboards.com/buttons/www_sm.gif) Joined: Jan 2008 Gender: Male  Posts: 309 Location: The Mighty City of Jakalla Karma: 5 |  | Re: [House Rules] « Reply #6 on Mar 4, 2009, 1:51pm » | |
EXPERIENCE
Killing Stuff... - 50 xp per Hit Die of a defeated/slain foe plus more depending on its special abilities (poison, etc). Awarded individually to the PC that delivers the killing blow.
...and taking their shinnies - 1 Gold Kaitar = 1 XP. However the PCs will only gain XP from money they "waste" away and do not spend in equipment or to maintain themselves. This represents funds spent carousing, training, donating to your temple, paying "inducements" to important and influential people, etc.
Adventure resolution - Successful completion of an adventure nets the party an XP bonus based on the difficulty of the challenges faced.
Ideas & Roleplaying - Last but no least, on an individual basis the PCs are awarded XP for things such as good and entertaining roleplaying, bright ideas, saving the rest of the party, heroism, etc. This bonus is set at 1/20th of the experience required to reach the next level.
There is no limit to the number of times you can get this bonus during adventures. If you roleplay the seducing of the governor's daughter to prevent your friends from behind executed you would get it twice (for roleplay and saving everyone's bacon)
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Occasional gaming rants and geeky opinions: Mutant Foursome - http://jakalla.blogspot.com/"Nothing truly glorious is attained through moderation." - the Bednalljan Epics |
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edsan Level 5 Thaumaturgist
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MUTANT LORD
![[homepage] [homepage]](http://images.proboards.com/buttons/www_sm.gif) Joined: Jan 2008 Gender: Male  Posts: 309 Location: The Mighty City of Jakalla Karma: 5 |  | Re: [House Rules] « Reply #7 on Mar 5, 2009, 5:15pm » | |
HELMETS & HELMS
The standard suits of armor do not come with helmets, they should be bought separately. If a character wears armor, but no head cover, his AC worsens by one.
Great helms Unlike a normal helmet a great helm covers the entire head including the face and provides greater protection at the expense of comfort, visibility and audition. More expensive varieties with hinged face-plates are also available. By their very nature great helms must be made-to-order or custom-fitted to the individual.
In game terms a Great Helm improves armor class by one (-1 AC). Like large shield, great helms are considered military-grade equipment.
Effect of Helms in Unarmored Characters A character wearing only head gear still benefits from some protection, namely -1 AC for an helmet and -2 AC for a great helm. This can be combined with the bonus from a shield, so that a character in loincloth wearing a great helm and a shield would benefit from a total AC improvement of 3 points.
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Occasional gaming rants and geeky opinions: Mutant Foursome - http://jakalla.blogspot.com/"Nothing truly glorious is attained through moderation." - the Bednalljan Epics |
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edsan Level 5 Thaumaturgist
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MUTANT LORD
![[homepage] [homepage]](http://images.proboards.com/buttons/www_sm.gif) Joined: Jan 2008 Gender: Male  Posts: 309 Location: The Mighty City of Jakalla Karma: 5 |  | Re: [House Rules] « Reply #8 on Mar 7, 2009, 9:03am » | |
METAL
All metal weapons are at +1 to hit.
All metal armor grants -1 to AC
None of these bonuses are magical, they represent the superiority of metal when compared to chlen-hide. Any enchantments a metal weapon or armor might have add to this.
Tekumel folk lore tells of several creatures and monsters that can only be hurt by metal weapons, the same way a D&D peasant might know the legends about silver and werewolves or garlic and vampires.
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Occasional gaming rants and geeky opinions: Mutant Foursome - http://jakalla.blogspot.com/"Nothing truly glorious is attained through moderation." - the Bednalljan Epics |
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edsan Level 5 Thaumaturgist
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MUTANT LORD
![[homepage] [homepage]](http://images.proboards.com/buttons/www_sm.gif) Joined: Jan 2008 Gender: Male  Posts: 309 Location: The Mighty City of Jakalla Karma: 5 |  | Re: [House Rules] « Reply #9 on Mar 9, 2009, 6:29pm » | |
NEW CLASS: SHOOTER
Ok, I should probably have mentioned this before the game began but I forgot I had created this optional character class for my old tabletop game.
Shooter is the title given for a warrior who specializes in missile weapons rather than melee ones. It works in all aspects a the Fighter class with two exceptions:
- The Professional Skill list is altered so that the shooter gets access to all missile weapons before melee ones.
- The shooter adds his Damage Bonus to attacks done with missile weapons but not those of melee weapons. (No other class adds DB to missile attacks).
- A shooter can always begin the game with the Group II Original Skill: Fletcher, even if his skill determination roll would not allow him to have it. He must spend one of his Group I skill slots to obtain it however.
- The Basic Talent that grants Experience Bonuses to shooters is DEX.
Professionally, shooters could be legion archers, hunter or some variation thereof.
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Occasional gaming rants and geeky opinions: Mutant Foursome - http://jakalla.blogspot.com/"Nothing truly glorious is attained through moderation." - the Bednalljan Epics |
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edsan Level 5 Thaumaturgist
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MUTANT LORD
![[homepage] [homepage]](http://images.proboards.com/buttons/www_sm.gif) Joined: Jan 2008 Gender: Male  Posts: 309 Location: The Mighty City of Jakalla Karma: 5 |  | Re: [House Rules] « Reply #10 on Mar 9, 2009, 6:34pm » | |
Fighting from the 2nd Rank
Taking a hint from OD&D here, certain weapons allow a character to fight enemies from the second rank of a formation. These incudes Pikes, Poleaxes and Halberds.
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Occasional gaming rants and geeky opinions: Mutant Foursome - http://jakalla.blogspot.com/"Nothing truly glorious is attained through moderation." - the Bednalljan Epics |
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spudcld Level 3 Conjurer
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Joined: Aug 2008 Gender: Male  Posts: 65 Location: St. Louis, MO Karma: 0 |  | Re: [House Rules] « Reply #11 on Mar 11, 2009, 12:10pm » | |
I'd like to propose a house rule. I have never liked the killing shot gets the XP motherload rule. Can we do a whoever hit the beast shares in the XP kind of thing? What do the rest of you folks think?
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trineshhissanmarin Level 3 Conjurer
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Mage in leather
Joined: Mar 2009 Gender: Male  Posts: 99 Location: East Texas Karma: 4 |  | Re: [House Rules] « Reply #12 on Mar 11, 2009, 12:20pm » | |
I agree with spudcld. There are some large /very large creatures and/or beings that we will encounter and have to kill at some point that will require several of us beating on them to kill. Proportional xp for proportional damage works for me. That way the fighter who does 95% of the damage get xp when the sorceror daggers the silly beast and kills it instead of it all going to the sorceror and the sorceror who dinks it gets some xp when the fighter dismembers it.
Up to the Omnipotent GM of course , but that is my 2 qirgals.
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Trinesh hi Ssanmarin |
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makofan Level 7 Enchanter
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Jupiter Supremu Thunder!
Joined: Nov 2007 Gender: Male  Posts: 724 Location: London, Canada Karma: 28 |  | Re: [House Rules] « Reply #13 on Mar 11, 2009, 12:48pm » | |
I have no beef with current system. I figure we should run it by edsan's rules for at least an adventure and see where it leads us before we change it.
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HIT POINTS Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4
HIRED HELP Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4 |
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spudcld Level 3 Conjurer
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Joined: Aug 2008 Gender: Male  Posts: 65 Location: St. Louis, MO Karma: 0 |  | Re: [House Rules] « Reply #14 on Mar 11, 2009, 12:54pm » | |
Well, my proposal was mostly to Edsan, since he is the GM. But we're all in it. I like proportional, but I'm a math nut and some just aren't. I just felt that Teregash did his bit and got injured to boot, and didn't gain any XP from it. That just doesn't sit right by me as a player. I just wanted to discuss it. Edsan has the deciding vote.
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