Post by Mutant Lord: William McAusland on Apr 19, 2013 9:09:42 GMT -8
my complete list of house rules. why, yes, I am quite mad...
by madwill » Sun Jun 26, 2011 8:01 pm
The Mutant Epoch Rule Modifications
1) Critical Hit chance is now 10% of SV against each specific target.
2)New Character Race Chart:
1-5%= Cyborg
6-20%= Trans-human
21-50%= Pure Stock Human
51-57%= Mild Mutant
58-66%= Ghost Mutant
67, 68 = Beastial Human
69-85%= Typical Mutant
86-95%= Severe Mutant
96-100%= Freakish Horror
3) Stats are now generated by rolling 4D20 where applicable
4) Characters gain bonus Misc. skill based on INT using the PER INIT. bonus.
5) Reactive Parry: When hit in melee a character may sacrifice his next attack to parry. The base chance is the SV of weapon in hand modified by the DV of the attacking weapon per the parry chart. Attackers of 2X or more than defenders STR cannot be parried.
6) Tactical Ranged Combat: When firing missile weapons characters must declare an Aggressive or Evasive combat stance. Aggressive: full SV, no dodge or agility DV. Evasive: full dodge and agility DV added to armor, -15 to SV per the Missile Combat Modifier Chart.
any and all comments and critiques are welcomed.
Re: my complete list of house rules. why, yes, i am quite mad
by WillMcAusland » Sun Jun 26, 2011 9:41 pm
These are all great house rule options. I'm going to try generating a character using the character type table, and the 4d20 trait value generation .
Nicely explained, too. Thanks Madwill
WM
Re: my complete list of house rules. why, yes, i am quite mad
by madwill » Sun Jun 26, 2011 10:01 pm
WillMcAusland wrote: These are all great house rule options. I'm going to try generating a character using the character type table, and the 4d20 trait value generation .
Nicely explained, too. Thanks Madwill
WM
please, let me know what you come up with. aside from the stat rolling (i wanted to lessen the extremes while raising the average. the typical spread should come in around 20-60 before race/caste/mutation modifiers. which i feel is acceptable range for average sized humanoids.) all the other rules i based on what was previously written in the hub rules, just applied differently.
Re: my complete list of house rules. why, yes, i am quite ma
by Brutorz Bill » Mon Jun 27, 2011 1:24 am
Thanks for sharing these. : )
Re: my complete list of house rules. why, yes, i am quite ma
by madwill » Mon Jun 27, 2011 2:24 am
Brutorz Bill wrote: Thanks for sharing these. : )
i was on the fence about doing so, but, C.H.U.D. suggested that i do. also, i have changed a few missle weapon damages by converting a single die into multiple dice. a .22 is now 2d6, pistols and smgs are 2d10, assault rifle, survival rifle, chaingun, sniper rifle are now 2d12 for example. again, just to speed up combat a bit as rolling a "1" for damage on a creature with a couple hundred END can be frustrating (lol) and to reflect the more dangerous nature of modern firearms compared to archaic melee weapons. as a hobbyist shooter and former hunter i know what terrible things bullets can do. besides, have you priced ammo in the game? my players are hesitant to "make change", C.H.U.D's term for using ammo.
Re: my complete list of house rules. why, yes, i am quite ma
by Brutorz Bill » Tue Jun 28, 2011 2:08 am
I'm glad you listened to C.H.U.D. , Interesting idea about going to a multiple die on some of the firearms. I'm a former hunter also, so I can relate. "make change" = Great
by madwill » Sun Jun 26, 2011 8:01 pm
The Mutant Epoch Rule Modifications
1) Critical Hit chance is now 10% of SV against each specific target.
2)New Character Race Chart:
1-5%= Cyborg
6-20%= Trans-human
21-50%= Pure Stock Human
51-57%= Mild Mutant
58-66%= Ghost Mutant
67, 68 = Beastial Human
69-85%= Typical Mutant
86-95%= Severe Mutant
96-100%= Freakish Horror
3) Stats are now generated by rolling 4D20 where applicable
4) Characters gain bonus Misc. skill based on INT using the PER INIT. bonus.
5) Reactive Parry: When hit in melee a character may sacrifice his next attack to parry. The base chance is the SV of weapon in hand modified by the DV of the attacking weapon per the parry chart. Attackers of 2X or more than defenders STR cannot be parried.
6) Tactical Ranged Combat: When firing missile weapons characters must declare an Aggressive or Evasive combat stance. Aggressive: full SV, no dodge or agility DV. Evasive: full dodge and agility DV added to armor, -15 to SV per the Missile Combat Modifier Chart.
any and all comments and critiques are welcomed.
Re: my complete list of house rules. why, yes, i am quite mad
by WillMcAusland » Sun Jun 26, 2011 9:41 pm
These are all great house rule options. I'm going to try generating a character using the character type table, and the 4d20 trait value generation .
Nicely explained, too. Thanks Madwill
WM
Re: my complete list of house rules. why, yes, i am quite mad
by madwill » Sun Jun 26, 2011 10:01 pm
WillMcAusland wrote: These are all great house rule options. I'm going to try generating a character using the character type table, and the 4d20 trait value generation .
Nicely explained, too. Thanks Madwill
WM
please, let me know what you come up with. aside from the stat rolling (i wanted to lessen the extremes while raising the average. the typical spread should come in around 20-60 before race/caste/mutation modifiers. which i feel is acceptable range for average sized humanoids.) all the other rules i based on what was previously written in the hub rules, just applied differently.
Re: my complete list of house rules. why, yes, i am quite ma
by Brutorz Bill » Mon Jun 27, 2011 1:24 am
Thanks for sharing these. : )
Re: my complete list of house rules. why, yes, i am quite ma
by madwill » Mon Jun 27, 2011 2:24 am
Brutorz Bill wrote: Thanks for sharing these. : )
i was on the fence about doing so, but, C.H.U.D. suggested that i do. also, i have changed a few missle weapon damages by converting a single die into multiple dice. a .22 is now 2d6, pistols and smgs are 2d10, assault rifle, survival rifle, chaingun, sniper rifle are now 2d12 for example. again, just to speed up combat a bit as rolling a "1" for damage on a creature with a couple hundred END can be frustrating (lol) and to reflect the more dangerous nature of modern firearms compared to archaic melee weapons. as a hobbyist shooter and former hunter i know what terrible things bullets can do. besides, have you priced ammo in the game? my players are hesitant to "make change", C.H.U.D's term for using ammo.
Re: my complete list of house rules. why, yes, i am quite ma
by Brutorz Bill » Tue Jun 28, 2011 2:08 am
I'm glad you listened to C.H.U.D. , Interesting idea about going to a multiple die on some of the firearms. I'm a former hunter also, so I can relate. "make change" = Great