Post by tkdco2 on Feb 3, 2015 2:56:29 GMT -6
Here are a few house rules that I came up for my Traveller games.
Character Generation: You can roll 3 dice and keep the best two when determining UPP. Assign as desired, but try to keep INT and EDUC as close in value as possible.
Titles of Nobility: I changed things a bit to reflect current status
Rank A: Baronet or Knight
Rank B: Baron
Rank C: Viscount
Rank D: Count or Earl
Rank E: Marquis
Rank F: Duke or Prince
Weapons: I switched the damage values of foils and daggers. Foils do 2D damage; daggers do 1D damage. Hatchets are treated as blades but weigh 500 grams and are TL 2. Axes are treated like halberds but cannot thrust.
Unarmed Combat: I took a page from GURPS and separated it into Brawling, Judo, and Karate skills.
Brawling: As described in Book 1. Also allows the use of brawling weapons.
Judo: Can throw at -1 DM to attack for an extra 3 points of damage. An attack roll of 2 means that the thrower falls instead of the target. Grapples ignore armor but do no damage until the target is pinned.
Karate: Can kick at -1 DM to attack for an extra 3 points of damage. An attack roll of 2 means that the kicker falls. Can add +1 DM to attack or defense.
Starship Combat: Railguns are treated as fusion guns. Dragon Magazine # 95 has the article "Antimissiles and Roundshot" which expands starship weaponry.
NOTE: I may use Starmada instead of Traveller for my space combat system. The Starmada Compendium hits my sweet spot as far as starship combat is concerned.
Character Generation: You can roll 3 dice and keep the best two when determining UPP. Assign as desired, but try to keep INT and EDUC as close in value as possible.
Titles of Nobility: I changed things a bit to reflect current status
Rank A: Baronet or Knight
Rank B: Baron
Rank C: Viscount
Rank D: Count or Earl
Rank E: Marquis
Rank F: Duke or Prince
Weapons: I switched the damage values of foils and daggers. Foils do 2D damage; daggers do 1D damage. Hatchets are treated as blades but weigh 500 grams and are TL 2. Axes are treated like halberds but cannot thrust.
Unarmed Combat: I took a page from GURPS and separated it into Brawling, Judo, and Karate skills.
Brawling: As described in Book 1. Also allows the use of brawling weapons.
Judo: Can throw at -1 DM to attack for an extra 3 points of damage. An attack roll of 2 means that the thrower falls instead of the target. Grapples ignore armor but do no damage until the target is pinned.
Karate: Can kick at -1 DM to attack for an extra 3 points of damage. An attack roll of 2 means that the kicker falls. Can add +1 DM to attack or defense.
Starship Combat: Railguns are treated as fusion guns. Dragon Magazine # 95 has the article "Antimissiles and Roundshot" which expands starship weaponry.
NOTE: I may use Starmada instead of Traveller for my space combat system. The Starmada Compendium hits my sweet spot as far as starship combat is concerned.