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Topic:
House Rules Discussion (d20 AND d6!)
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Gry Sarth
Registered:
Jun '99
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Date Posted:
7/27/06 6:18pm
Subject:
RE: House Rules Discussion (d20 AND d6!)
- Date Edited:
7/27/06 6:19pm (1 edits total)
Edited By:
Gry Sarth
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I have invented a couple of races.
Short guy, short fuse. High DEX, low STR. Two opposable thumbs in each hand and stun bite. Later I called him a "Near-Bimm" cause I thought he looked very similar to the Bimm picture in the Alien Anthology book.
And this one:
Big and deadly, but not dumb. Culture sorta modeled after a north american indian. Very high STR and good PER, low MEC and TEC. Tough Skin, horns and fangs, but will lose PER if his smelling is impaired somehow. At first I called him an Yrashu, but later I learned that the Yrashu were ape-like beings, so I need to rename him.
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If it weren't for bad luck I'd have no luck at all.
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dizfactor
Registered:
Aug '02
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Date Posted:
7/28/06 6:21pm
Subject:
RE: House Rules Discussion (d20 AND d6!)
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* Feats: I'm seriously considering upping the bonuses on Dodge, Weapon Focus, and Starfighter Dodge to +2 instead of +1. They're just crappy feats as is, and no one wants to take them unless they're a prereq for a prestige class.
* Prestige Classes: I've already decided to waive the rule for Starship Aces where you have to choose between starfighter ace and transport ace. If you can fly both, you can use your ace stuff for either. You can still have Familiarity with only one ship at a time, but if you were to, say, have your X-Wing fighter shot down, and start flying a YT-1300 instead, you can start to become familiar with that, too.
* Reputation, Infamy and Diplomacy: In the Core Rules, it says that infamous characters take their reputation bonus as a penalty when using Diplomacy, and the example they use is a treaty negotiation. I agree that treaty negotiations and infamy don't work well together (no one asks Jabba the Hutt to broker peace deals between warring factions). However, Diplomacy is used for a lot of things other than peace treaties, including any kind of business transaction, including illegal ones.
My house rule is that infamy works as a bonus when you're doing illegal business deals. Jabba's reputation doesn't help him at cocktail parties on Naboo, but it really should when he's making illegal arms deals or working the spice trade.
* Reputation and Followers: You can take 10 on rolling to see if you attact followers, if you'd like. Not a lot of people get +10 or more on Reputation rolls, but it can be done.
* Jedi vs Force Adept: We've decided as a group to adjust the way Jedi levels and other Force-user levels interact in my group, as far as qualifying as prereqs for Feats, Prestige Classes, ad Jedi Knight status. If someone has at least twice as many Jedi levels as they have non-Jedi Force user levels (like Force Adept), and they gained them before they became Jedi Knights (see below), they can count their Force Adept levels as Jedi levels for purposes of prereqs. If someone wants to take Knight Defense, and they're a Jedi Guardian 5/Force Adept 2, they qualify.
There are a few more wrinkles to the policy than that, but that's the gist of it.
* Jedi Knighthood: You don't become a Jedi Knight automatically upon achieving 7 Jedi Levels. You have to pass the Trials, which you can do at any point at or after achieving 7 Jedi levels. Once you pass the trials, you are considered a Jedi Knight, and you get your Jedi Knight bonus feat.
* Padawans and training: You can only take new levels in Jedi classes on your own (i.e. without being under the tutelage of a Jedi Knight or Master, or without a holocron) after you have successfully created your own lightsaber. At that point, "your skills are now complete" and while you may not be a Jedi Knight yet, you don't need a master to continue taking levels in Jedi classes.
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"Play is going to be for the 21st century what steam was to the 19th century." Julian Dibbell "You gotta love an elite killing force that you can fool by putting on a hat." Gryph
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
8/1/06 1:18am
Subject:
RE: House Rules Discussion (d20 AND d6!)
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Staying to talk to the GM until 4am when everyone else has left at 11pm will not earn bonus points, and may result in talking to someone who is snoring.
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Create happy mediums: Free prozac to all psychics & Jedi I'm met 6yo adults and 36yo children Still working toward Ni-Kyu Go Ju Ryu
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
8/2/06 5:20pm
Subject:
RE: House Rules Discussion (d20 AND d6!)
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Dice rules:
Dice that bounce off cats, ferrets, or other pets during the course of rolling are still good, even if you don't like the results. If the die is swatted by a pet after it finishes rolling, then that result is used (previous result must be witnessed & confirmed by at least one other person. (We had some pet and Familliar-related incidents.)
Dice that roll off the table or other surface must be rerolled. Don't like it? Tough.
There will be no throwing of dice across the room, no matter how badly they flubbed on you. If you don't like the die, quietly retire it and switch to another.
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Create happy mediums: Free prozac to all psychics & Jedi I'm met 6yo adults and 36yo children Still working toward Ni-Kyu Go Ju Ryu
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Jedi Merkurian
Title: Games: RPG d20 GM
Registered:
May '00
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Date Posted:
11/10/06 1:03pm
Subject:
RE: House Rules Discussion (d20 AND d6!)
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I've now merged the class skill lists for the Jedi Guardian and Jedi Consular. Skill points, VP die, BAB progression, etc. have all remained the same though.
I've created an additional stat for Force Sensitive characters, called Aptitude, (Apt). As soon as a character acquires the Force-Sensitive feat, they roll this additional stat. (I do 4d6, drop lowest roll) This stat -unlike others- cannot be raised as you go up in levels, but in the case of Lord Vader, it can be lowered. Skywalkers get a +2 bonus to the roll.
The stat modifier tells you many bonus (or penalty) skill points you may spend each level on Force skills only. These points are not multiplied by 4 at 1st level. Like Intelligence, these skill points are not retroactive. If the player desires, he may use Aptitude in place of Wisdom for the prerequisites for the Force Mastery feat tree.
This is the best thing I've been able to come up with to quantify a character's natural talent with the Force without it being game-breaking. At one end, you have Darth Sidious, Anakin and Luke Skywalker, and at the other end you have Tionne & Scout.
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Striking down can result in common side effects including fear, anger, aggresion, nausea, dry mouth, hatred, suffering, headaches, IBS, & in some extreme cases has been linked to lava burns Please consult your doctor before striking anyone down
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
2/22/07 9:37pm
Subject:
RE: House Rules Discussion (d20 AND d6!)
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<bump>
Just because.
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
2/23/07 12:30pm
Subject:
RE: House Rules Discussion (d20 AND d6!)
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To be fair, DP4M, please remember that not everyone has their browser set to show 50 posts at a time. So this might have appeared on the 2nd, or even 4th page for some.
I have a question:
in 1st ed WEG, differences in scale were handled with die caps. Shooting a speeder with a blaster meant that the damage dice of the blaster could roll no higher than a 5, and the str of the speeder could not roll lower than 2 (exceptions for wild/d'oh die of course). An x-wing strafing human targets couldn't roll higher than a 3 to hit (to which the humans could not roll lower than a 4 to dodge), but then would roll at least a 4 on damage dice (with the humans rolling no higher than a 3 to resist).
2nd ed WEG changed that to a +/-2D per size category. +2D for the blaster to hit the speeder and for the speeder to resist damage, +6D for the humans to dodge the x-wing's fire and for the damage done by the x-wing when it hit someone.
Which system do you prefer?
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Create happy mediums: Free prozac to all psychics & Jedi I'm met 6yo adults and 36yo children Still working toward Ni-Kyu Go Ju Ryu
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Yuul_Shamar
Registered:
Nov '04
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Date Posted:
3/3/07 2:55pm
Subject:
RE: House Rules Discussion (d20 AND d6!)
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i am curious what r your guy's rules on call shots(this issue comes up a lot in my games)
oh and somone mentioned zombie survial rpg if they have rules on it they would be appriciated...
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"Your power over others only relates to those who fear you. Look into my eyes, fool, and see no fear."-Darth Shadra, in response to the dread lord Delano Most Eager Newbie - Spring RPF awards 2008 Most Eager GSE Player! Sith Lord! Watch out! John 3:16
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
3/4/07 9:54am
Subject:
RE: House Rules Discussion (d20 AND d6!)
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Drugs & Narcotics:
To reflect the fact that some extremely violent street criminals were using substances that messed with their body chemistry, during one battle I did the following:
Because of stimulants, the gang members Stamina target number to stay conscious when incapacitated was reduced to 10, and they could stay conscious when mortally wounded by rolling a Stamina of 15. (note, being conscious when mortally wounded is not necessarily a good thing...)
Also: Strength Attribute was variable: 3D base + d3, determined each round of a brawling or melee attack.
Because of depressants, with a Stamina roll of 10 or better, users could ignore the effects of Wound status, and with a 20 ignore Incapacitated status.
Mortality Cookoff & wound status
Normal rules: for every round that a character is mortally wounded, the GM rolls 2d. If the GM rolls less than the number of rounds the character has been at MW, the character dies. Since you cannot roll less than 2 on 2D, the first 2 rounds are safe. By extension, after 14 rounds, the character is definately Dead.
Because of the drugs in system, GM rolls a 6d every round. On a 1, the character worsens or dies. On a 6, the wound status effect improves by one level (character is still mortally wounded, but functions as if only incapacitated). Thus those who appear dead seem to come back to life.
Med Packs:
Difficulty levels for applying medpacks were increased by 3 levels to reflect the amount of drugs in system. Also, base assumption is that 3 medpacks have been applied to the character already. Thus, it would take at least 3 days to clean out one of these character's systems.
Addiction:
Like Dark Side points, any character stupid enough to choose to put these poisons into themselves voluntarily risks addiction. I created addiction points using the same rules as DSP. Oddly enough, as soon as he heard that, the player who was behaving so stupidly straightened up a bit.
All this actually came about by accident. The party went into the bowels of a vile part of the underbelly of a massive city (think corruscant, and imagine the most moral being on the planet is a Hutt). There they ran into the middle of a Turf War. And I had just finished painted a batch of Necropolis minis that day.
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Create happy mediums: Free prozac to all psychics & Jedi I'm met 6yo adults and 36yo children Still working toward Ni-Kyu Go Ju Ryu
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
7/12/07 12:55pm
Subject:
RE: House Rules Discussion (d20 AND d6!)
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Bump.
Many of my house rules will be in effect for the game I'll be running here, so I thought I'd bump this up to where people can find it easily. Note the archived thread links: there are some redundancies with what is posted in this thread, but new info as well.
I'll be summarizing the details in the rules explanations in the initial post, including the standard rules and variations I'll be using.
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Create happy mediums: Free prozac to all psychics & Jedi I'm met 6yo adults and 36yo children Still working toward Ni-Kyu Go Ju Ryu
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Jedi_Matt
Registered:
Jul '02
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Date Posted:
7/12/07 1:22pm
Subject:
RE: House Rules Discussion (d20 AND d6!)
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good idea, i thought about doing exactly the same thing just last night, but i got engrossed in reading the half blood prince one more time before the saga finale and completely lost track of time
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Excellence - "'Cause some American-accent informed me Kun is Koon and Yun is Yoon doesn't mean I'm going to Megazord myself into robotic obediance."
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
7/17/07 10:40am
Subject:
RE: House Rules Discussion (d20 AND d6!)
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WEG rules list slugthrowers' damage at a paltry 2D+2 or some such.
Reliculous!
House Rule: the damage of the slugthrower is the same as a blaster of the same type, but physical rather than energy (thus they are much less effective vs most types of armor). A derringer would be the same as a hold-out blaster. A colt desert eagle would be 5D, same as a heavy blaster pistol. Glock, luger, 38 special, etc would be 4D, same as a blaster pistol. AK47, M16, Mac 11, Uzi, would be 5D, same as a blaster Carbine, with an option of "Spraying an area" doing 4D area effect. Shotgun would also be 4D area effect.
Thus using slugthrowers is a little more interesting and desireable without unbalancing the game. They are still less effective against stormtroopers (Stormies get +2D benefit from their armor instead of the +1D they normally would) and a lot louder, making stealth difficult, but not impossible with a silencer.
Now, the old flintlocks, wheel-locks, blunderbus, etc... THOSE can be 2D+2.
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Create happy mediums: Free prozac to all psychics & Jedi I'm met 6yo adults and 36yo children Still working toward Ni-Kyu Go Ju Ryu
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Yuul_Shamar
Registered:
Nov '04
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Date Posted:
8/5/07 9:13pm
Subject:
RE: House Rules Discussion (d20 AND d6!)
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yes but i would think that the older flintlock period stuff and earlier should take a negative/penalty to hit do to the relatively inaccurate nature of the guns.
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"Your power over others only relates to those who fear you. Look into my eyes, fool, and see no fear."-Darth Shadra, in response to the dread lord Delano Most Eager Newbie - Spring RPF awards 2008 Most Eager GSE Player! Sith Lord! Watch out! John 3:16
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
8/5/07 11:47pm
Subject:
RE: House Rules Discussion (d20 AND d6!)
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I'd say more of a limited range of accuracy--like 1 meter for short range, 2 for medium, 3 for long, 4 for extreme
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Yuul_Shamar
Registered:
Nov '04
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Date Posted:
8/6/07 12:58am
Subject:
RE: House Rules Discussion (d20 AND d6!)
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so like -1D for every range increment beyond the first?
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"Your power over others only relates to those who fear you. Look into my eyes, fool, and see no fear."-Darth Shadra, in response to the dread lord Delano Most Eager Newbie - Spring RPF awards 2008 Most Eager GSE Player! Sith Lord! Watch out! John 3:16
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