Post by maxstone on Jun 7, 2014 16:34:48 GMT -8
Hello wastelanders! How are your campaigns proceeding? 8-)Hope great as always
I've been spending some time with other rpgs (RQ2 in particular) and I'd like to import some ideas in TME for my next campaign. The following are just simple house rules that can give a new feel to the game without messing too much with the existing system.
warning: this is experimental and yet untested, so try at your own risk
1-Body Parts
Every time an attack is made players must roll an additional d10 to determine where the hit lands.
1= head
2= right arm
3= left arm
4= right leg
5= left leg
6 to 9= torso
10= random equipment
For everything capable of hitting an area ( grenades, shotguns, flamers ...) roll twice and apply damage to every rolled part.
2-Hit Points
Torso HP = END
Other body parts = END/2
-If ARMS drop to zero HP make an END type c HC roll. If failed, drop everything held and the limb is disabled until healed.
-If Legs drop to zero HP make an END type c HC roll. If failed, fall to the ground and the limb is disabled until healed.
-If ARMS or Legs drop to -15 they're considered severed, exploded, pulverized, melted and so on. Immediate medical assistance is needed to stop the blood loss.
Make an END type e HC roll to determine if the character is shocked and unable to act for d3 rounds.
To avoid shock HC rolls medics can inject a dose of a special medicine sold in most towns at 150 sp.
-If HEAD or TORSO Drop to zero or less, Hp apply normal rules.
Beware this is quite unforgiving, especially for low level-low END characters. Good armor, good hospital facilities and good medics will be required more! Even a simple trip mine can really wreck unaware players and quickly send them to page 8 of the Hub rules ( if you know what I mean ).
3-Called Shots
Immediately shooting at a particular location comes at the cost of 50% of ones SV. (attack made at 50% SV)
Spending one turn to aim at a particular location and shoot the next round comes at the cost of 30% of ones SV.(attack made at 70%SV)
----- nothing complicated until here, I believe they can work just fine. The following rules change the system a bit deeper instead ( hold on to your chairs guys, this will sound like heresy to some of you haha ). --------
4-SV&DVTotal DV becomes a %skill with maximum possible value of 95%. Indicates how well hits can be evaded / deflected.
Total SV becomes a %skill with maximum possible value of 95%.
When attacking, an SV roll must be made and to be a success it must be lower than your skill value. The same goes for defending, but DV is used instead.
Examples:
Raider ( 54 sv) attacks Bob ( 34 dv). Raider rolls a 53, its a success. Bob rolls a 29, also a success. Bob avoids the attack.
Raider ( 54 sv) attacks Bob ( 34 dv). Raider rolls a 60, its a miss. Bob avoids the attack.
Raider ( 54 sv) attacks Bob ( 34 dv). Raider rolls a 20, its a success. Bob rolls a 72, a miss. Bob gets hit by the attack.
Since DV is usually lower than SV it's easier to hit than to evade. For this reason Damage Reduction is introduced (DR).
Light armors/ clothes give more bonus DV than DR and vice versa. In this way agile characters can focus on evasion , while others on reducing the damage taken.
Pieces of armor from various sets can be mixed. The movement penalty is given by the main armor type (torso).
Shields can be set to protect precise body parts (GM must consider how big the shield is). With a raised shield and a gun ready to fire movement speed is halved. When a shield is hit it loses HP until it breaks .
with added DR to shields-> TME armor .rtf (39.65 KB)TME armor word.docx (14.18 KB)
This values are not play tested. I will eventually modify them. Do you think this system can work?
I've been spending some time with other rpgs (RQ2 in particular) and I'd like to import some ideas in TME for my next campaign. The following are just simple house rules that can give a new feel to the game without messing too much with the existing system.
warning: this is experimental and yet untested, so try at your own risk
1-Body Parts
Every time an attack is made players must roll an additional d10 to determine where the hit lands.
1= head
2= right arm
3= left arm
4= right leg
5= left leg
6 to 9= torso
10= random equipment
For everything capable of hitting an area ( grenades, shotguns, flamers ...) roll twice and apply damage to every rolled part.
2-Hit Points
Torso HP = END
Other body parts = END/2
-If ARMS drop to zero HP make an END type c HC roll. If failed, drop everything held and the limb is disabled until healed.
-If Legs drop to zero HP make an END type c HC roll. If failed, fall to the ground and the limb is disabled until healed.
-If ARMS or Legs drop to -15 they're considered severed, exploded, pulverized, melted and so on. Immediate medical assistance is needed to stop the blood loss.
Make an END type e HC roll to determine if the character is shocked and unable to act for d3 rounds.
To avoid shock HC rolls medics can inject a dose of a special medicine sold in most towns at 150 sp.
-If HEAD or TORSO Drop to zero or less, Hp apply normal rules.
Beware this is quite unforgiving, especially for low level-low END characters. Good armor, good hospital facilities and good medics will be required more! Even a simple trip mine can really wreck unaware players and quickly send them to page 8 of the Hub rules ( if you know what I mean ).
3-Called Shots
Immediately shooting at a particular location comes at the cost of 50% of ones SV. (attack made at 50% SV)
Spending one turn to aim at a particular location and shoot the next round comes at the cost of 30% of ones SV.(attack made at 70%SV)
----- nothing complicated until here, I believe they can work just fine. The following rules change the system a bit deeper instead ( hold on to your chairs guys, this will sound like heresy to some of you haha ). --------
4-SV&DVTotal DV becomes a %skill with maximum possible value of 95%. Indicates how well hits can be evaded / deflected.
Total SV becomes a %skill with maximum possible value of 95%.
When attacking, an SV roll must be made and to be a success it must be lower than your skill value. The same goes for defending, but DV is used instead.
Examples:
Raider ( 54 sv) attacks Bob ( 34 dv). Raider rolls a 53, its a success. Bob rolls a 29, also a success. Bob avoids the attack.
Raider ( 54 sv) attacks Bob ( 34 dv). Raider rolls a 60, its a miss. Bob avoids the attack.
Raider ( 54 sv) attacks Bob ( 34 dv). Raider rolls a 20, its a success. Bob rolls a 72, a miss. Bob gets hit by the attack.
Since DV is usually lower than SV it's easier to hit than to evade. For this reason Damage Reduction is introduced (DR).
Light armors/ clothes give more bonus DV than DR and vice versa. In this way agile characters can focus on evasion , while others on reducing the damage taken.
Pieces of armor from various sets can be mixed. The movement penalty is given by the main armor type (torso).
Shields can be set to protect precise body parts (GM must consider how big the shield is). With a raised shield and a gun ready to fire movement speed is halved. When a shield is hit it loses HP until it breaks .
with added DR to shields-> TME armor .rtf (39.65 KB)TME armor word.docx (14.18 KB)
This values are not play tested. I will eventually modify them. Do you think this system can work?