House rues?
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House rues?
So what kind of house rules do you guys use? If you could change and streamline the system how would you do it? What would you fix?
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- Faceless Dude
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Re: House rues?
I've modified the spell Carpet of Adheision to include a physical manifestation, so you can see the affected area, and as such give people that are standing on it when it forms a chance to dodge off of it. It's gone a long way to stop the CoA spem, but it's still a spell with a lot of use.
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Re: House rues?
Too many to list here. Well not really more like tweaks of existing rules and some stuff tweaked from the Rifter. PM if you want to see more.
I am very opinionated. Yes I rub people the wrong way but at the end of the day I just enjoy good hard discussion and will gladly walk away agreeing to not agree
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Re: House rues?
Mostly streamlinging and ignoring the idiotic and pointless nerfing of modern WP's in the R:UE.
Don't really feel like cut & pasting my H-R mods in here; if you are not a player in my on-line campaign, you really don't need to know them now, do you?
Don't really feel like cut & pasting my H-R mods in here; if you are not a player in my on-line campaign, you really don't need to know them now, do you?
Bind the body to the opened mind
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I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
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Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
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Re: House rues?
DhAkael wrote:Mostly streamlinging and ignoring the idiotic and pointless nerfing of modern WP's in the R:UE.
Don't really feel like cut & pasting my H-R mods in here; if you are not a player in my on-line campaign, you really don't need to know them now, do you?
LOL yeah I added hte burst rules back in. Well a tweaked version anyway. You don't want me using an NG-45LP....semi auto bursts at 5d6 per single blast and a full clip....die demon die!!!! Ahem sorry.
I am very opinionated. Yes I rub people the wrong way but at the end of the day I just enjoy good hard discussion and will gladly walk away agreeing to not agree
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Re: House rues?
My most dramatic change was to push attack/actions over to an action point system. It's already halfway there, so it didn't take much effort. I also tidied up the movement rules, adapted leaping rules from Heroes Unlimited, and decided to allow MD melee weapon and MD from strength to stack. I have a couple more, but these are the big changes.
Re: House rues?
jaymz wrote:DhAkael wrote:Mostly streamlinging and ignoring the idiotic and pointless nerfing of modern WP's in the R:UE.
Don't really feel like cut & pasting my H-R mods in here; if you are not a player in my on-line campaign, you really don't need to know them now, do you?
LOL yeah I added hte burst rules back in. Well a tweaked version anyway. You don't want me using an NG-45LP....semi auto bursts at 5d6 per single blast and a full clip....die demon die!!!! Ahem sorry.
Oh, things that are specificaly stated as being "single shot only" remain that way
That, and if they have a pre-set burst value.
Otherwise...
-DAKKADAKKADAKKADAKKA-! "Die Xenos scum! Cleanse! Purge! KILL!"
-ahem-
No no no. Let's leave that particular form of overtkill in its proper setting, shall we?
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Re: House rues?
DhAkael wrote:Mostly streamlinging and ignoring the idiotic and pointless nerfing of modern WP's in the R:UE.
Don't really feel like cut & pasting my H-R mods in here; if you are not a player in my on-line campaign, you really don't need to know them now, do you?
Need to?? no. But kind of the point to this thread was to see them. Don't get why people are being so cagey with specifics.
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Re: House rues?
Daeglan wrote:DhAkael wrote:Mostly streamlinging and ignoring the idiotic and pointless nerfing of modern WP's in the R:UE.
Don't really feel like cut & pasting my H-R mods in here; if you are not a player in my on-line campaign, you really don't need to know them now, do you?
Need to?? no. But kind of the point to this thread was to see them. Don't get why people are being so cagey with specifics.
Not so much cagey. More like, it's too much to post here in most cases.
I am very opinionated. Yes I rub people the wrong way but at the end of the day I just enjoy good hard discussion and will gladly walk away agreeing to not agree
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Re: House rues?
Johnnycat93 wrote:I got one that says any kind of critical failure (nat 1, 00 etc...) means I get free reign to mess with you. We also have a few to help with character creation, but really we don't use too many permanent House Rules. We do real fast improvised rules when things get confusing.
I created a critical fumble chart that I use when they fail.
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Re: House rules?
The_Livewire wrote:Well it’s been kicking in my head, reducing MD to SDCX10 and changing how they interact.
MDC to MDC and SDC to SDC remain unchanged.
SDC to MDC. All MDC alloys/items have an AR of 18 vs SDC attacks. If you don’t beat the AR, the attack does no damage. In addition, when determining damage, SDC does one point of MD for every 10 points of SDC rounding down so 9 pts of SDC damage = no MDC, 18 points of SDC = 1 MDC etc.
From a ‘farmer in the wilderness’ POV it means that the SDC shotgun can ‘sting’ that MDC monster, maybe driving it off from his crops in search of less stingy prey. IT also means that the ‘lone bandit armed with MDC body armor and a pistol’ may not have much to fear the one farmer, but he will need to be concerned about a town militia armed with SP-90’s and large bore shotguns. 20 such people will do a point or two a round, and may make it more trouble than it’s worth.
Also by reducing the MDC by a factor of 10, it makes being caught w/o armor not fun but survivable. An ‘average’ commoner in Rifts has 14 HP and 18 SDC . A MDC pistol that does 1d6 MD has a little less than a 50% chance of killing him in one shot. And a 5d6 laser will still flashfry a juicer or crazy fairly consistently, but not automatically.
Just a thought. Haven’t had a chance to apply it.
You aren't alone in doing similar things to what you have done there Livewire
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Re: House rues?
I've got a couple,
PS bonuses apply to most melee weapons regardless of SDC/MDC capability. Does apply to vibro-blades and similar, but not psi swords or blades of pure energy (ie laser blades).
MDC inflicts double damage direct to hit points against mortal SDC creatures, less 1 for every 100 SDC (Natural plus armor).
PS bonuses apply to most melee weapons regardless of SDC/MDC capability. Does apply to vibro-blades and similar, but not psi swords or blades of pure energy (ie laser blades).
MDC inflicts double damage direct to hit points against mortal SDC creatures, less 1 for every 100 SDC (Natural plus armor).
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Blade with whom I now die.
Serve right and justice one last time.
Seek one last heart of evil.
Still one last life of pain.
Cut well old friend...
and then farewell.
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Re: House rues?
I would like to see the action point system.
My feeling is Palladium has too many die roles so the game bogs down.
I would like a method to remove most dodges and just make hitting harder. You can't dodge bullets or laser anyway.
My feeling is Palladium has too many die roles so the game bogs down.
I would like a method to remove most dodges and just make hitting harder. You can't dodge bullets or laser anyway.
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Re: House rues?
Daeglan wrote:I would like to see the action point system.
My feeling is Palladium has too many die roles so the game bogs down.
I would like a method to remove most dodges and just make hitting harder. You can't dodge bullets or laser anyway.
Tell that to all the action heroes who seem to pull it off
I am very opinionated. Yes I rub people the wrong way but at the end of the day I just enjoy good hard discussion and will gladly walk away agreeing to not agree
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Re: House rues?
jaymz wrote:Daeglan wrote:I would like to see the action point system.
My feeling is Palladium has too many die roles so the game bogs down.
I would like a method to remove most dodges and just make hitting harder. You can't dodge bullets or laser anyway.
Tell that to all the action heroes who seem to pull it off
The other guy missed. Everyone knows the bad guys are horrible shots. especially vs. heroes. My point is more make the target number required to hit someone a 10 if they use an action to dodge add their bonuses to dodge. No need to roll a second die roll. If they have an auto dodge it does not use an action to dodge. Boom combat takes a lot less time.
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Re: House rues?
Daeglan wrote:jaymz wrote:Daeglan wrote:I would like to see the action point system.
My feeling is Palladium has too many die roles so the game bogs down.
I would like a method to remove most dodges and just make hitting harder. You can't dodge bullets or laser anyway.
Tell that to all the action heroes who seem to pull it off
The other guy missed. Everyone knows the bad guys are horrible shots. especially vs. heroes. My point is more make the target number required to hit someone a 10 if they use an action to dodge add their bonuses to dodge. No need to roll a second die roll. If they have an auto dodge it does not use an action to dodge. Boom combat takes a lot less time.
So in other words you want a d20 style of defense?
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Re: House rues?
Kinda. But Armor is still ablative. And dodging uses up an action.
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Re: House rues?
Opposed skill grid
There are four options
You succeed : Your opponent succeeds = Roll a D20 + character levels. High roll wins
You succeed : Your opponent fails = You Win
You fail : Your opponent succeeds = You Lose
You fail : Your opponent fails = Roll a D20 + character level. High roll wins
If you don't have the appropriate skill you are autmatically fail.
If you don't know you're supposed to be makeing an opposed roll you autmaticatlly fail
For example you have Camoflauge and your Opponent has Detect Concealment.
If you both succeed, you have a roll off: You both did well but one of you did better.
If you succeed & he fails: He doesn't find your vehicle
If you fail & he succeds: He finds your vehicle
If you both fail have a roll off: Well you both suck, but one of you succeded on accident.
If he didn't have the Detect concealment skill and you make your roll, it's over. You succeed. If you fail, all hope isn't lost. You may not have done a proffessional grade job, but you still have a chance with the roll off.
A special note on Prowl: Hiding from people who are looking for you is hard! Anyone who is actively looking for you has essentially succeeded on their "spot roll". The good news is that guards on patrol or men watching security camera's aren't actively looking for you unless an alarm has been sounded. Skills such as Detect Ambush or Surveillance Systems represent your ability to be on "alert" when their is no reason to be so.
For example you are trying to sneak into a compound at night!
The have gaurds on patrol, but they have no reason to belive there is an intruder about. You make a failed prowl roll. The guard fails his detect ambush [or other applicable skill] roll. He likely hears a noise so you have a roll off. You win out, he dismisses it as a squirl. You reach the outer perimater, there is a security camera, roll prowl again. This time you succeed. The camera operator is an amature, doesn't even have the surveliance systems skill, so you continue to pass unnoticed. Once inside you need to sneak pass the servants quarters. You failed your roll. The servants don't have any skills to detect people prowling so you get to make an opposed roll. You fail! one of the servant girls see you. Fortunetly you are able to talk her down and she doesn't set off the alarm. You make your next roll, and again you fail. This time the guard on patrol succeeds on his detect ambush roll. He beats your roll. You've been discovered, he hits an alarm. You are able to subdue him but the alarm is going off. Everyone is on alert. From now on if you need to make a prowl roll you better succed, and even then you better win the roll off! Any failures and you're found.
Also note that powers are often considered automatic successes. For example a cyborg with Enchanced Hearing will hear you. He doesn't have to make a skill check or an opposed roll. . . that is unless you have a "power" that makes you superhumanly silent your self.
I hope that makes sense. I may have typed too much.
There are four options
You succeed : Your opponent succeeds = Roll a D20 + character levels. High roll wins
You succeed : Your opponent fails = You Win
You fail : Your opponent succeeds = You Lose
You fail : Your opponent fails = Roll a D20 + character level. High roll wins
If you don't have the appropriate skill you are autmatically fail.
If you don't know you're supposed to be makeing an opposed roll you autmaticatlly fail
For example you have Camoflauge and your Opponent has Detect Concealment.
If you both succeed, you have a roll off: You both did well but one of you did better.
If you succeed & he fails: He doesn't find your vehicle
If you fail & he succeds: He finds your vehicle
If you both fail have a roll off: Well you both suck, but one of you succeded on accident.
If he didn't have the Detect concealment skill and you make your roll, it's over. You succeed. If you fail, all hope isn't lost. You may not have done a proffessional grade job, but you still have a chance with the roll off.
A special note on Prowl: Hiding from people who are looking for you is hard! Anyone who is actively looking for you has essentially succeeded on their "spot roll". The good news is that guards on patrol or men watching security camera's aren't actively looking for you unless an alarm has been sounded. Skills such as Detect Ambush or Surveillance Systems represent your ability to be on "alert" when their is no reason to be so.
For example you are trying to sneak into a compound at night!
The have gaurds on patrol, but they have no reason to belive there is an intruder about. You make a failed prowl roll. The guard fails his detect ambush [or other applicable skill] roll. He likely hears a noise so you have a roll off. You win out, he dismisses it as a squirl. You reach the outer perimater, there is a security camera, roll prowl again. This time you succeed. The camera operator is an amature, doesn't even have the surveliance systems skill, so you continue to pass unnoticed. Once inside you need to sneak pass the servants quarters. You failed your roll. The servants don't have any skills to detect people prowling so you get to make an opposed roll. You fail! one of the servant girls see you. Fortunetly you are able to talk her down and she doesn't set off the alarm. You make your next roll, and again you fail. This time the guard on patrol succeeds on his detect ambush roll. He beats your roll. You've been discovered, he hits an alarm. You are able to subdue him but the alarm is going off. Everyone is on alert. From now on if you need to make a prowl roll you better succed, and even then you better win the roll off! Any failures and you're found.
Also note that powers are often considered automatic successes. For example a cyborg with Enchanced Hearing will hear you. He doesn't have to make a skill check or an opposed roll. . . that is unless you have a "power" that makes you superhumanly silent your self.
I hope that makes sense. I may have typed too much.
Re: House rues?
i like it.
I am looking for house rules to streamline combat. As that is where the game bogs down.
I am looking for house rules to streamline combat. As that is where the game bogs down.
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Re: House rues?
I use phases. 3 of them in each melee. Makes each melee only last 3 turns instead of 4-8.
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Re: House rues?
My action point system is really more of a clarification and streamlining of the existing rules than a hoserule. My goal was to clarify the ebb and flow of combat without resorting to a segment system like Hero depends on. It's a good way to do things, I just prefer things to be a little more fluid.
Essentially, every maneuver (combat or noncombat) requires a number of actions; as we are all familiar with, a strike requires 1 while a power attack requires 2 and a leap attack requires 3. A character may only spend one action point per turn unless he or she has a maneuver that permits the use of multiple points. Actions spent in this manner are deducted from subsequent turns, and may even be forfeited from the next melee round at the cost of the character's initiative. A character may not perform anything but automatic actions in any turn that it does not have an action.
Where I deviated, if I did, was to read the description of all other maneuvers and determine whether they would require additional actions (most did not) and to more clearly interpret the effects of powers that refer to passing time (a static value in a dynamic system). And I defined the consequences of spending multiple action points in a turn. For melee and psionic abilities that do not require concentration, the action is executed on declaration but the character is vulnerable (may only use automatic defenses) for the remaining turns before they may declare another action. For spells and other abilities requiring concentration, the action is executed on the turn of the final action required; allowing the character's opponents to potentially disrupt his or her efforts. I allow a ME check (effectively save vs insanity) for a character disrupted in this fashion to retain any actions that have not yet been passed in the initiative order, though the character does shift to the bottom of the initiative order on the following turn.
I tied my clarifications on movement directly to the action point system too. Allowing a character to move up to its SPD attribute during any action without the standard penalty for shooting wild, up to double its full SPD attribute during an action with the penalty, or up to quadruple its SPD as an action unto itself. I impose a hard cap of the character's speed per melee (SPDx15) for any melee round.
Essentially, every maneuver (combat or noncombat) requires a number of actions; as we are all familiar with, a strike requires 1 while a power attack requires 2 and a leap attack requires 3. A character may only spend one action point per turn unless he or she has a maneuver that permits the use of multiple points. Actions spent in this manner are deducted from subsequent turns, and may even be forfeited from the next melee round at the cost of the character's initiative. A character may not perform anything but automatic actions in any turn that it does not have an action.
Where I deviated, if I did, was to read the description of all other maneuvers and determine whether they would require additional actions (most did not) and to more clearly interpret the effects of powers that refer to passing time (a static value in a dynamic system). And I defined the consequences of spending multiple action points in a turn. For melee and psionic abilities that do not require concentration, the action is executed on declaration but the character is vulnerable (may only use automatic defenses) for the remaining turns before they may declare another action. For spells and other abilities requiring concentration, the action is executed on the turn of the final action required; allowing the character's opponents to potentially disrupt his or her efforts. I allow a ME check (effectively save vs insanity) for a character disrupted in this fashion to retain any actions that have not yet been passed in the initiative order, though the character does shift to the bottom of the initiative order on the following turn.
I tied my clarifications on movement directly to the action point system too. Allowing a character to move up to its SPD attribute during any action without the standard penalty for shooting wild, up to double its full SPD attribute during an action with the penalty, or up to quadruple its SPD as an action unto itself. I impose a hard cap of the character's speed per melee (SPDx15) for any melee round.
Re: House rues?
Do you have a more detail description of this somewhere where i can read it?
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Re: House rues?
PM sent.
Re: House rues?
The following is cut/pasted from a PM I sent someone a short while ago...
I use a method that I call Narrative Combat (because that's what the guy I learned it from called it...I have no idea if that's a common term or not).
Basically, instead of deciding how many things you can do in a specific length of time, you decide how long a particular action takes. If I start an action that takes 2 seconds to complete at the same time that you start an action that takes 1 second to complete, you'll be able to start another action (and maybe finish it) before I complete my first action. If your first action interrupts my first action or if I decide to abort my action in response to your action, then I start my new action without ever completing my first action.
If you think about it, this is what we do in real life. For example, I start to walk towards the kitchen to get something to drink, but when my toddler opens the door and the cat runs towards it, I abort my action to try to stop the cat from getting outside. Or I could say "heck with it" and continue into the kitchen knowing that the cat will come back when it's hungry.
Now, there are two things to consider that make this approach a little tricky at first.
1. Some people can perform a particular action faster than others. It takes me about 4 seconds to swing a sledge hammer accurately. If I were stronger or more coordinated, it would take me less time. Presumably, a Juicer who is both stronger and more coordinated, could do it in a fraction of that time (say 1 second). However, I can accurately swing a tack hammer very fast and no matter how must stronger or more coordinated a juicer is than I am, he will not be able to hammer with that tack hammer enough faster than me to make a difference in game terms. Evaluating how fast a character can do something is something that the player and GM will simply have to judge. If there is disagreement, in order to not bog down the game, the player must either accept the GM's ruling or choose another action. Starting out, there might be lots of quick discussions, but as the players and GM get used to how things work, it actually becomes quite fluid and only stops for discussion if someone is trying something new or unusual.
2. Complementary actions: some actions can overlap. If I'm an experienced shotgunner, I might be able to reload my weapon as I maneuver to a better position. Or maybe I can shoot while moving without taking a significant penalty. In a combat situation, those who have trained for combat will be able to overlap their actions more than those who haven't. Of course, two actions can't be complementary if one interferes with the other (i.e. you can't shoot and reload at the same time since guns don't work that way and even if they did, you don't have enough hands).
I know this all sounds complicated, but usually you start simple and things grow more sophisticated as the group gets more comfortable with how things work. I suggest just starting with 1 second rounds and giving everyone one action. This will force them to often take multiple rounds to finish what they start but they'll quickly get used to it. Don't let any action take less than 1 second (at least at first) but do allow some characters to do bigger actions in that second if they are particularly suited for the action (like the juicer swinging a sledge hammer or the physicist doing a mental calculation).
Introduce the idea of complementary actions slowly, perhaps by suggesting obvious complementary actions when appropriate. However, be prepared to assign penalties to rolls when an action isn't getting sufficient attention. Characters that are trained in combat would probably suffer smaller penalties than a combat novice. Again, this requires the players to trust the GM's judgment, but again, this gets easier and more fluid as everyone gets used to it.
Anyways, that's the basic idea. Depending on how good the GM is, this works well with 4 or 5 players. If the group has been doing it a while and are comfortable with each other, then it can work with much larger groups (I've participated in games with a dozen or so players that went quite smoothly using this kind of play).
The reason I like Narrative Combat is that it takes the emphasis off the system and rolling dice and places it on actually visualizing what's going on and using common sense to make decisions rather than following some obscure rule. Combat goes very fast and there's a smooth transition into and out of combat (as opposed to "okay, everyone roll initiative!").
I hope I haven't made this sound hard, 'cuz really it's not. Try it with one or two players and see what happens.
--flatline
I use a method that I call Narrative Combat (because that's what the guy I learned it from called it...I have no idea if that's a common term or not).
Basically, instead of deciding how many things you can do in a specific length of time, you decide how long a particular action takes. If I start an action that takes 2 seconds to complete at the same time that you start an action that takes 1 second to complete, you'll be able to start another action (and maybe finish it) before I complete my first action. If your first action interrupts my first action or if I decide to abort my action in response to your action, then I start my new action without ever completing my first action.
If you think about it, this is what we do in real life. For example, I start to walk towards the kitchen to get something to drink, but when my toddler opens the door and the cat runs towards it, I abort my action to try to stop the cat from getting outside. Or I could say "heck with it" and continue into the kitchen knowing that the cat will come back when it's hungry.
Now, there are two things to consider that make this approach a little tricky at first.
1. Some people can perform a particular action faster than others. It takes me about 4 seconds to swing a sledge hammer accurately. If I were stronger or more coordinated, it would take me less time. Presumably, a Juicer who is both stronger and more coordinated, could do it in a fraction of that time (say 1 second). However, I can accurately swing a tack hammer very fast and no matter how must stronger or more coordinated a juicer is than I am, he will not be able to hammer with that tack hammer enough faster than me to make a difference in game terms. Evaluating how fast a character can do something is something that the player and GM will simply have to judge. If there is disagreement, in order to not bog down the game, the player must either accept the GM's ruling or choose another action. Starting out, there might be lots of quick discussions, but as the players and GM get used to how things work, it actually becomes quite fluid and only stops for discussion if someone is trying something new or unusual.
2. Complementary actions: some actions can overlap. If I'm an experienced shotgunner, I might be able to reload my weapon as I maneuver to a better position. Or maybe I can shoot while moving without taking a significant penalty. In a combat situation, those who have trained for combat will be able to overlap their actions more than those who haven't. Of course, two actions can't be complementary if one interferes with the other (i.e. you can't shoot and reload at the same time since guns don't work that way and even if they did, you don't have enough hands).
I know this all sounds complicated, but usually you start simple and things grow more sophisticated as the group gets more comfortable with how things work. I suggest just starting with 1 second rounds and giving everyone one action. This will force them to often take multiple rounds to finish what they start but they'll quickly get used to it. Don't let any action take less than 1 second (at least at first) but do allow some characters to do bigger actions in that second if they are particularly suited for the action (like the juicer swinging a sledge hammer or the physicist doing a mental calculation).
Introduce the idea of complementary actions slowly, perhaps by suggesting obvious complementary actions when appropriate. However, be prepared to assign penalties to rolls when an action isn't getting sufficient attention. Characters that are trained in combat would probably suffer smaller penalties than a combat novice. Again, this requires the players to trust the GM's judgment, but again, this gets easier and more fluid as everyone gets used to it.
Anyways, that's the basic idea. Depending on how good the GM is, this works well with 4 or 5 players. If the group has been doing it a while and are comfortable with each other, then it can work with much larger groups (I've participated in games with a dozen or so players that went quite smoothly using this kind of play).
The reason I like Narrative Combat is that it takes the emphasis off the system and rolling dice and places it on actually visualizing what's going on and using common sense to make decisions rather than following some obscure rule. Combat goes very fast and there's a smooth transition into and out of combat (as opposed to "okay, everyone roll initiative!").
I hope I haven't made this sound hard, 'cuz really it's not. Try it with one or two players and see what happens.
--flatline
I don't care about canon answers. I'm interested in good, well-reasoned answers and, perhaps, a short discussion of how that answer is supported or contradicted by canon.
If I don't provide a book and page number, then don't assume that I'm describing canon. I'll tell you if I'm describing canon.
If I don't provide a book and page number, then don't assume that I'm describing canon. I'll tell you if I'm describing canon.
Re: House rues?
The last game I ran of RIFTS (some time ago) I changed MD from 100 to 1 SDC for small arms. Instead simply making it 1 to 1.
But MD is still immune to SDC. And MD weapons ignore SDC in all ways.
So an MD weapon will pass armor SDC and character SDC and goes straight to Hit points.
And SDC weapons do no damage to MD armor and structures.
SDC weapons effect SDC armor and structures as written.
MD weapons effect MDC armor and structures as written.
For vehicle and heavy weapons use the above, but 1 MD to 10 SDC.
For Mecha guns, Bombs, and mega weapons use the standard 1 MD to 100 SDC.
This worked very well, Sure I'll use it again next time I run RIFTS.
But MD is still immune to SDC. And MD weapons ignore SDC in all ways.
So an MD weapon will pass armor SDC and character SDC and goes straight to Hit points.
And SDC weapons do no damage to MD armor and structures.
SDC weapons effect SDC armor and structures as written.
MD weapons effect MDC armor and structures as written.
For vehicle and heavy weapons use the above, but 1 MD to 10 SDC.
For Mecha guns, Bombs, and mega weapons use the standard 1 MD to 100 SDC.
This worked very well, Sure I'll use it again next time I run RIFTS.
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Re: House rues?
Ronin78 wrote:
So an MD weapon will pass armor SDC and character SDC and goes straight to Hit points.
And SDC weapons do no damage to MD armor and structures.
SDC weapons effect SDC armor and structures as written.
MD weapons effect MDC armor and structures as written.
For vehicle and heavy weapons use the above, but 1 MD to 10 SDC.
For Mecha guns, Bombs, and mega weapons use the standard 1 MD to 100 SDC.
This worked very well, Sure I'll use it again next time I run RIFTS.
I use the same system but without the damage escalation for heavy weapons, which goes directly to my system. Thanks!
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I received a *Nekira Seal of Approval*...Once!
"always remember; the Splugorth can do anything" - everloss
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Re: House rues?
Incriptus wrote:Opposed skill grid
There are four options
You succeed : Your opponent succeeds = Roll a D20 + character levels. High roll wins
You succeed : Your opponent fails = You Win
You fail : Your opponent succeeds = You Lose
You fail : Your opponent fails = Roll a D20 + character level. High roll wins
If you don't have the appropriate skill you are autmatically fail.
If you don't know you're supposed to be makeing an opposed roll you autmaticatlly fail
For example you have Camoflauge and your Opponent has Detect Concealment.
If you both succeed, you have a roll off: You both did well but one of you did better.
If you succeed & he fails: He doesn't find your vehicle
If you fail & he succeds: He finds your vehicle
If you both fail have a roll off: Well you both suck, but one of you succeded on accident.
If he didn't have the Detect concealment skill and you make your roll, it's over. You succeed. If you fail, all hope isn't lost. You may not have done a proffessional grade job, but you still have a chance with the roll off.
A special note on Prowl: Hiding from people who are looking for you is hard! Anyone who is actively looking for you has essentially succeeded on their "spot roll". The good news is that guards on patrol or men watching security camera's aren't actively looking for you unless an alarm has been sounded. Skills such as Detect Ambush or Surveillance Systems represent your ability to be on "alert" when their is no reason to be so.
For example you are trying to sneak into a compound at night!
The have gaurds on patrol, but they have no reason to belive there is an intruder about. You make a failed prowl roll. The guard fails his detect ambush [or other applicable skill] roll. He likely hears a noise so you have a roll off. You win out, he dismisses it as a squirl. You reach the outer perimater, there is a security camera, roll prowl again. This time you succeed. The camera operator is an amature, doesn't even have the surveliance systems skill, so you continue to pass unnoticed. Once inside you need to sneak pass the servants quarters. You failed your roll. The servants don't have any skills to detect people prowling so you get to make an opposed roll. You fail! one of the servant girls see you. Fortunetly you are able to talk her down and she doesn't set off the alarm. You make your next roll, and again you fail. This time the guard on patrol succeeds on his detect ambush roll. He beats your roll. You've been discovered, he hits an alarm. You are able to subdue him but the alarm is going off. Everyone is on alert. From now on if you need to make a prowl roll you better succed, and even then you better win the roll off! Any failures and you're found.
Also note that powers are often considered automatic successes. For example a cyborg with Enchanced Hearing will hear you. He doesn't have to make a skill check or an opposed roll. . . that is unless you have a "power" that makes you superhumanly silent your self.
I hope that makes sense. I may have typed too much.
not bad...
I use a degrees of success model...
rolling under your skill is one success
every 10% under is another success
rolling an 01% is an additional success
when two skills oppose the higher number of successes wins.
DM is correct by the way. - Ninjabunny
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It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
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It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
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Re: House rues?
another couple of House Rules with skills...
Level 1 counts as a level for skill advancement. (you get the level up adjustment at first level)
attempting skills you do not have: you roll against the base with no level increases (intelligence bonuses apply).
Level 1 counts as a level for skill advancement. (you get the level up adjustment at first level)
attempting skills you do not have: you roll against the base with no level increases (intelligence bonuses apply).
DM is correct by the way. - Ninjabunny
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"
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Re: House rues?
The last time I ran a game, these were the house rules I used. Unfortunately the game did not last long enough for me to really get a good feel for how well they were working. There's a few changes I would add to this now, based on other stuff I've read on this forum and experienced in other games.
Character Creation:
1. Stat rolls
Characters playing a human roll for their 8 attributes using the rules as presented in Robotech.
Bionic strength (whether due to partial or full bionics) no longer has a cap, and uses the Robotic Strength rules. The Bionic/Augmented strength tables are now solely for enhanced humanoids, such as Juicers, Crazies, Dog Boys's, etcetera.
2. Skills
Once you have determined all your skills at character generation, add together all the levelling bonuses from each skill (ie, the +5% per level or +3% per level information). When your character levels up, take these points and use them as a "pool", distributing amongst your skills as appropriate. The maximum points any skill can receive is equal to your IQ score (not bonus, the score itself). Once a skill reaches 98% remove the "per level" bonus increase from the "pool" for future levels.
In certain situations some skills can be attempted even if the character does not normally have the appropriate skill. In those situations the character rolls percentile against an appropriate attribute in order to determine success or failure. If the character posesses a skill which provides a bonus to the skill being attempted then that bonus will apply.
Sometimes, the use of a skill can be considered an automatic success. This is on a case-by-case basis and generally will be because the following conditions are met. There may be other requirements as determined on a situational basis.
-The penalties to the use of the skill do not exceed the skill percentage (resulting in a negative skill percentage to succeed)
-The character takes at least twice as long (or longer) as usual to perform the skill as based on his or her final calculated skill percentage - actual time multiplier will be based on final calculated skill percentage and situation - never less than x2, however.
Combat:
1. Attacks vs Actions
“Attacks” and “Actions” are the same thing as far as your “Attacks per melee” are concerned. 1 action uses up 1 attack.
2. Phases
Each melee round is divided into three "phases", each of which is 5 seconds. Attacks per melee are broken up between phases as noted in #3, below. Initiative is rolled at the start of the melee round and not rolled again until the next melee round.
If you have more than one attack available in a phase, you may use them in succession during your turn on initiative order.
Your speed dictates how far you can move during one phase.
-Speed times 2 is the number of feet you can move in one phase.
-To run faster uses up all your melee actions that phase and cannot be done if you do not have all your attacks available that phase. The maximum distance you can run in one phase is equal to your speed times 5.
3. Attacks per melee round
Each melee round is divided into three “phases” of 5 second duration each. Characters take their “attacks per melee” and divide by three, allocating the result across all three phases. If there are attacks remaining they are assigned as follows: If there is one attack remaining it occurs in the last phase. If there are two attacks left over they occur in the second and third phase.
Examples:
1 attack per melee – Your combat inexperience means you spend two phases doing no attacks. Each melee you may choose which phase to use your one attack in. You may still move up to 2x your speed in the other phases as normal.
2 attack per melee – Your combat inexperience means you spend one phase doing no attacks. Each melee you may choose which two phases to use your two attacks in. You may still move up to 2x your speed in the other phase as normal.
3 attacks per melee – 1 attack in phase 1, 1 attack in phase 2, 1 attack in phase 3.
4 attacks per melee – 1 attack in phase 1, 1 attack in phase 2, 2 attacks in phase 3.
5 attacks per melee – 1 attack in phase 1, 2 attacks in phase 2, 2 attacks in phase 3.
6 attacks per melee – 2 attacks in phase 1, 2 attacks in phase 2, 2 attacks in phase 3.
7 attacks per melee – 2 attacks in phase 1, 2 attacks in phase 2, 3 attacks in phase 3.
Etcetera ad infinitum
4. Dodging
If the character is free to move (unrestrained) then an attempt to dodge may be made. A dodge can be attempted against any type of attack the character is aware of, including gunfire. There are no penalties for dodging different types of attacks except as may be indicated in the attack itself.
Deciding to dodge as a reaction to an opponent's attack uses up 1 of your next attacks. You must declare your intent to dodge before the attack roll is made. Your dodge roll is your dodge against all attacks made against you until your next turn (even if you have more attacks usable that turn). If you have no attacks available on your next turn you may still dodge as indicated above - there will be no additional penalty regarding future loss of attacks (thus, a character with 1 attack per melee who has already used his attack in phase 1 will still be able to dodge if attacked after his turn in phase 1, during phase 2 or before his turn in phase 3. If attacked after his turn in phase 3 then he will have an attack available from the next melee round and his dodge will cost him that action/attack, as usual).
You may use one of your attacks during your turn to declare your intent to dodge any attacks which you become aware of - resolve this dodge as normal once you are attacked (or decide you need to dodge) except no additional attacks will be used up.
5. Auto-Dodge
Auto-dodge allows you to dodge without using up as many melee attacks. You use your entire dodge bonus when auto-dodging and disregard any notion of a separate bonus specifically for auto-dodge. There are no penalties for auto-dodging different types of attacks except as may be indicated in the attack itself.
If the character is free to move (unrestrained) and has the listed ability to auto-dodge, then an attempt to auto-dodge may be made. An auto-dodge can be attempted against any type of attack the character is aware of, including gunfire. There are no penalties for auto-dodging different types of attacks.
Deciding to auto-dodge as a reaction to one of an opponent’s attacks does not use up an attack. Your roll to auto-dodge is only usable against the one, specific attack that prompted your reaction. Additional attacks against you before your next turn must be auto-dodged individually, and all additional auto-dodges will use up only your next attack. Not having an attack available on your next turn is resolved the same way as for Dodge, listed previously.
You may use one of your attacks during your turn to declare your intent to auto-dodge against attacks which you become aware of – you will be able to auto-dodge individual attacks you are aware of until your next phase without using up additional attacks per melee.
6. Parrying
If the character’s arms are free to move (unrestrained) and the character has an appropriate item then an attempt to parry may be made. The item used to parry must be appropriate against the attack being used (a dagger can parry another dagger or sword; a dagger cannot parry a bullet or energy beam). A parry attempt can be made against any type of attack the character is aware of. There are no penalties for parrying different types of attacks except as may be indicated in the attack itself.
Deciding to parry as a reaction to one of an opponent’s attacks does not use up an attack. Your roll to parry is only usable against the one, specific attack that prompted your reaction. You may parry one attack with a suitable weapon/item you have without using up any attacks per melee. Additional attacks that phase must be parried individually, and all additional parry attempts will use only your next available attack. Not having an attack available on your next turn is resolved the same way as for Dodge, listed previously.
You may use one of your attacks during your turn to declare your intent to parry any attacks you become aware of – you will be able to parry individual attacks you are aware of until your next phase without using up additional attacks per melee.
7. Ranged Weapon Combat
Almost all Projectile, Laser and Ion weapons support “Aimed, Burst, Wild” fire rules regardless of what the weapon description states - if this doesn't make sense for the weapon or can lead to an abusable situation consult with the GM to verify.
Aimed: Each individual shot fired takes one melee attack. Characters can not make a normal aimed attack if they move during a phase or if they just dodged last action. You may make more than 1 aimed attack in a phase if you have more than 1 attack available in that phase. Characters with a Weapon Proficiency in the weapon they are using enjoy a +3 to hit, plus an additional +1 for every 3 levels, as per original WP Modern skills. Characters without a weapon proficiency get no bonus and suffer no penalty to aimed attacks.
Burst: A series of shots is fired, one after the other repeatedly. Bursting with a weapon is slightly different depending on the weapon being used; most weapons capable of bursting will fall into one of the three categories below:
A. Bursting with semi-automatic and automatic weapons. These rules apply to all semi-automatic and automatic weapons (but not machine or rail guns). Weapons with a “pulse” feature may still fire pulse shots as indicated but pulse blasts cannot be used to burst also. Weapons with a listed “burst” feature may still fire that burst as listed, or use the rules below. Characters can not make a normal burst attack if they move during a phase or if they just dodged last action (see "Shooting Wild", later). You may make more than 1 burst attack in a phase if you have more than 1 attack available in that phase, within the limits described below. Characters with a Weapon Proficiency in the weapon they are using enjoy a +1 to hit, plus an additional +1 for every 3 levels, as per original WP Modern skills. Characters without a weapon proficiency are considered to be shooting wild and suffer the appropriate penalty (-6). If there are other target(s) in line with the original target and in range of the attacker, there is a 10% chance of those target(s) being hit by 1 shot.
-Short Burst: Uses up 20% of your weapon's total ammunition capacity (not based on current ammo) - always a minimum of two shots, however. A fully loaded weapon should generally be able to make as many as 5 short bursts before running out of ammo. Damage is equal to one normal shot x2. Uses one attack.
-Long Burst: Uses up 50% of your weapon's total ammunition capacity (not based on current ammo). A fully loaded weapon should be able to make 2 long bursts before running out of ammo. Damage is equal to one normal shot x5. Uses two attacks.
-Emptying the magazine: This is done by doing repeated long bursts and is no longer a separate action.
B. Bursting with machine guns. The following burst rules only apply to machine guns (regardless of SDC or MDC capable ammunition). Weapons with a listed “burst” feature may still fire that burst as listed, or use the rules below. If there are other target(s) in line with the original target and in range of the attacker, there is a 25% chance of those target(s) being hit by 1 shot. All other burst rules apply as listed previously.
-Short Burst: Uses up 10% of your weapon's total ammunition capacity (not based on current ammo). A fully loaded machine gun should be able to make 10 short bursts before running out of ammo. Damage is equal to one normal shot x3. Uses one attack.
-Long Burst: Uses up 30% of your weapon's total ammunition capacity (not based on current ammo). A fully loaded weapon should be able to make 3 long bursts and only have enough ammo left for 1 short burst. Damage is equal to one normal shot x8. Uses two attacks.
-Emptying the magazine: This is done by doing repeated long bursts and is no longer a separate action.
C. Bursting with rail guns. The following burst rules apply to rail guns (EXCEPT the Boom Gun, however, which continues to follow its own rules as listed in the book and does not follow the burst rules outlined here).Weapons with a listed “burst” feature may still fire that burst as listed, or use the rules below. If there are other target(s) in line with the original target and in range of the attacker, there is a 25% chance of those target(s) being hit by 1 shot. All other burst rules apply as listed previously.
-Short Burst: This is the listed "burst" under the weapon description. No change. Uses one melee attack.
-Long Burst: Fires 3x the number of shots as the Short Burst and does 2x the listed burst damage. Uses two attacks.
-Emptying the magazine: This is done by doing repeated long bursts and is no longer a separate action.
Wild: Shooting wild occurs under various conditions. Shooting wild imposes a -6 penalty for each condition which applies. Characters with the appropriate weapon proficiency (W.P.) ignore the first -6 penalty only.
-Shooting without being able to see the target, but having an idea of where they are.
-Shooting during a phase in which the character is moving. If shooting a burst, increase the chance of additional targets hit to 25% (50% for rail or machine gun bursts)
-Shooting a burst when you do not have a weapon proficiency in that weapon.
-Spray an Area: Can only be done with a long burst. All targets in the area can decide to dodge or parry as normal. Roll one attack to hit the entire area. Each target not behind cover or failing to successfully defend (dodge or parry) will take single shot damage (single shot x2 damage if with a rail gun)
-Additional situations as necessary or as seems “right”
8. Magic
Casting Times: Casting magic spells uses Rifts: Ultimate Edition rules regarding how many attacks a spell takes to cast. Higher level spells may likely take more than 1 phase to cast. Parrying, dodging, or other defensive actions during spell casting will cancel the spell, as will taking enough damage to be knocked down.
-Spell levels 1-5 require 1 melee attack to cast
-Spell levels 6-10 require 2 melee attacks to cast
-Spells level 11 and higher require 3 melee attacks to cast
Armor: Wearing metal body armor does not affect the spell or spell caster in any additional way.
Spell Strength: A caster's spell strength is added to the save versus ritual spells as well as the save versus invocations.
9. Psionics
Major Psychic: Rolling a character as having "Major Psionics" during Step 4 of character creation (RUE, p. 289) will force that character to forfeit half of the "Other" skills made available by the character's OCC/RCC. If the player doesn't wish to forfeit the required skills then they may select "Minor Psionics" or "Not psychic" as they feel is appropriate.
10. Taking Damage
SDC Characters in Body Armor take SDC damage from certain attacks as follows.
-Falling/Knockback: 1D6 SDC per 20 feet of distance. A distance of 100 feet or more will knock out the character for 1D6 melee rounds unless the roll versus fall or impact is successfully made.
-Whenever the armor takes damage from physical attacks or explosives: 1 SDC per 10 MDC inflicted.
Characters who suffer 5 or more mega-damage from a physical attack or explosion may have a chance to be knocked down. The percentile chance of this occuring is equal to twice the damage done. For example, 22 MD would be a 44 percent chance to be knocked down. If the percentile indicates a knock down the character may roll to maintain balance (if the character possesses that skill) and avoid being knocked down. Being knocked down makes the character lose their next attack. Getting back up from being knocked down counts as "moving" a number of feet equal to your speed during a combat phase.
Character Creation:
1. Stat rolls
Characters playing a human roll for their 8 attributes using the rules as presented in Robotech.
Bionic strength (whether due to partial or full bionics) no longer has a cap, and uses the Robotic Strength rules. The Bionic/Augmented strength tables are now solely for enhanced humanoids, such as Juicers, Crazies, Dog Boys's, etcetera.
2. Skills
Once you have determined all your skills at character generation, add together all the levelling bonuses from each skill (ie, the +5% per level or +3% per level information). When your character levels up, take these points and use them as a "pool", distributing amongst your skills as appropriate. The maximum points any skill can receive is equal to your IQ score (not bonus, the score itself). Once a skill reaches 98% remove the "per level" bonus increase from the "pool" for future levels.
In certain situations some skills can be attempted even if the character does not normally have the appropriate skill. In those situations the character rolls percentile against an appropriate attribute in order to determine success or failure. If the character posesses a skill which provides a bonus to the skill being attempted then that bonus will apply.
Sometimes, the use of a skill can be considered an automatic success. This is on a case-by-case basis and generally will be because the following conditions are met. There may be other requirements as determined on a situational basis.
-The penalties to the use of the skill do not exceed the skill percentage (resulting in a negative skill percentage to succeed)
-The character takes at least twice as long (or longer) as usual to perform the skill as based on his or her final calculated skill percentage - actual time multiplier will be based on final calculated skill percentage and situation - never less than x2, however.
Combat:
1. Attacks vs Actions
“Attacks” and “Actions” are the same thing as far as your “Attacks per melee” are concerned. 1 action uses up 1 attack.
2. Phases
Each melee round is divided into three "phases", each of which is 5 seconds. Attacks per melee are broken up between phases as noted in #3, below. Initiative is rolled at the start of the melee round and not rolled again until the next melee round.
If you have more than one attack available in a phase, you may use them in succession during your turn on initiative order.
Your speed dictates how far you can move during one phase.
-Speed times 2 is the number of feet you can move in one phase.
-To run faster uses up all your melee actions that phase and cannot be done if you do not have all your attacks available that phase. The maximum distance you can run in one phase is equal to your speed times 5.
3. Attacks per melee round
Each melee round is divided into three “phases” of 5 second duration each. Characters take their “attacks per melee” and divide by three, allocating the result across all three phases. If there are attacks remaining they are assigned as follows: If there is one attack remaining it occurs in the last phase. If there are two attacks left over they occur in the second and third phase.
Examples:
1 attack per melee – Your combat inexperience means you spend two phases doing no attacks. Each melee you may choose which phase to use your one attack in. You may still move up to 2x your speed in the other phases as normal.
2 attack per melee – Your combat inexperience means you spend one phase doing no attacks. Each melee you may choose which two phases to use your two attacks in. You may still move up to 2x your speed in the other phase as normal.
3 attacks per melee – 1 attack in phase 1, 1 attack in phase 2, 1 attack in phase 3.
4 attacks per melee – 1 attack in phase 1, 1 attack in phase 2, 2 attacks in phase 3.
5 attacks per melee – 1 attack in phase 1, 2 attacks in phase 2, 2 attacks in phase 3.
6 attacks per melee – 2 attacks in phase 1, 2 attacks in phase 2, 2 attacks in phase 3.
7 attacks per melee – 2 attacks in phase 1, 2 attacks in phase 2, 3 attacks in phase 3.
Etcetera ad infinitum
4. Dodging
If the character is free to move (unrestrained) then an attempt to dodge may be made. A dodge can be attempted against any type of attack the character is aware of, including gunfire. There are no penalties for dodging different types of attacks except as may be indicated in the attack itself.
Deciding to dodge as a reaction to an opponent's attack uses up 1 of your next attacks. You must declare your intent to dodge before the attack roll is made. Your dodge roll is your dodge against all attacks made against you until your next turn (even if you have more attacks usable that turn). If you have no attacks available on your next turn you may still dodge as indicated above - there will be no additional penalty regarding future loss of attacks (thus, a character with 1 attack per melee who has already used his attack in phase 1 will still be able to dodge if attacked after his turn in phase 1, during phase 2 or before his turn in phase 3. If attacked after his turn in phase 3 then he will have an attack available from the next melee round and his dodge will cost him that action/attack, as usual).
You may use one of your attacks during your turn to declare your intent to dodge any attacks which you become aware of - resolve this dodge as normal once you are attacked (or decide you need to dodge) except no additional attacks will be used up.
5. Auto-Dodge
Auto-dodge allows you to dodge without using up as many melee attacks. You use your entire dodge bonus when auto-dodging and disregard any notion of a separate bonus specifically for auto-dodge. There are no penalties for auto-dodging different types of attacks except as may be indicated in the attack itself.
If the character is free to move (unrestrained) and has the listed ability to auto-dodge, then an attempt to auto-dodge may be made. An auto-dodge can be attempted against any type of attack the character is aware of, including gunfire. There are no penalties for auto-dodging different types of attacks.
Deciding to auto-dodge as a reaction to one of an opponent’s attacks does not use up an attack. Your roll to auto-dodge is only usable against the one, specific attack that prompted your reaction. Additional attacks against you before your next turn must be auto-dodged individually, and all additional auto-dodges will use up only your next attack. Not having an attack available on your next turn is resolved the same way as for Dodge, listed previously.
You may use one of your attacks during your turn to declare your intent to auto-dodge against attacks which you become aware of – you will be able to auto-dodge individual attacks you are aware of until your next phase without using up additional attacks per melee.
6. Parrying
If the character’s arms are free to move (unrestrained) and the character has an appropriate item then an attempt to parry may be made. The item used to parry must be appropriate against the attack being used (a dagger can parry another dagger or sword; a dagger cannot parry a bullet or energy beam). A parry attempt can be made against any type of attack the character is aware of. There are no penalties for parrying different types of attacks except as may be indicated in the attack itself.
Deciding to parry as a reaction to one of an opponent’s attacks does not use up an attack. Your roll to parry is only usable against the one, specific attack that prompted your reaction. You may parry one attack with a suitable weapon/item you have without using up any attacks per melee. Additional attacks that phase must be parried individually, and all additional parry attempts will use only your next available attack. Not having an attack available on your next turn is resolved the same way as for Dodge, listed previously.
You may use one of your attacks during your turn to declare your intent to parry any attacks you become aware of – you will be able to parry individual attacks you are aware of until your next phase without using up additional attacks per melee.
7. Ranged Weapon Combat
Almost all Projectile, Laser and Ion weapons support “Aimed, Burst, Wild” fire rules regardless of what the weapon description states - if this doesn't make sense for the weapon or can lead to an abusable situation consult with the GM to verify.
Aimed: Each individual shot fired takes one melee attack. Characters can not make a normal aimed attack if they move during a phase or if they just dodged last action. You may make more than 1 aimed attack in a phase if you have more than 1 attack available in that phase. Characters with a Weapon Proficiency in the weapon they are using enjoy a +3 to hit, plus an additional +1 for every 3 levels, as per original WP Modern skills. Characters without a weapon proficiency get no bonus and suffer no penalty to aimed attacks.
Burst: A series of shots is fired, one after the other repeatedly. Bursting with a weapon is slightly different depending on the weapon being used; most weapons capable of bursting will fall into one of the three categories below:
A. Bursting with semi-automatic and automatic weapons. These rules apply to all semi-automatic and automatic weapons (but not machine or rail guns). Weapons with a “pulse” feature may still fire pulse shots as indicated but pulse blasts cannot be used to burst also. Weapons with a listed “burst” feature may still fire that burst as listed, or use the rules below. Characters can not make a normal burst attack if they move during a phase or if they just dodged last action (see "Shooting Wild", later). You may make more than 1 burst attack in a phase if you have more than 1 attack available in that phase, within the limits described below. Characters with a Weapon Proficiency in the weapon they are using enjoy a +1 to hit, plus an additional +1 for every 3 levels, as per original WP Modern skills. Characters without a weapon proficiency are considered to be shooting wild and suffer the appropriate penalty (-6). If there are other target(s) in line with the original target and in range of the attacker, there is a 10% chance of those target(s) being hit by 1 shot.
-Short Burst: Uses up 20% of your weapon's total ammunition capacity (not based on current ammo) - always a minimum of two shots, however. A fully loaded weapon should generally be able to make as many as 5 short bursts before running out of ammo. Damage is equal to one normal shot x2. Uses one attack.
-Long Burst: Uses up 50% of your weapon's total ammunition capacity (not based on current ammo). A fully loaded weapon should be able to make 2 long bursts before running out of ammo. Damage is equal to one normal shot x5. Uses two attacks.
-Emptying the magazine: This is done by doing repeated long bursts and is no longer a separate action.
B. Bursting with machine guns. The following burst rules only apply to machine guns (regardless of SDC or MDC capable ammunition). Weapons with a listed “burst” feature may still fire that burst as listed, or use the rules below. If there are other target(s) in line with the original target and in range of the attacker, there is a 25% chance of those target(s) being hit by 1 shot. All other burst rules apply as listed previously.
-Short Burst: Uses up 10% of your weapon's total ammunition capacity (not based on current ammo). A fully loaded machine gun should be able to make 10 short bursts before running out of ammo. Damage is equal to one normal shot x3. Uses one attack.
-Long Burst: Uses up 30% of your weapon's total ammunition capacity (not based on current ammo). A fully loaded weapon should be able to make 3 long bursts and only have enough ammo left for 1 short burst. Damage is equal to one normal shot x8. Uses two attacks.
-Emptying the magazine: This is done by doing repeated long bursts and is no longer a separate action.
C. Bursting with rail guns. The following burst rules apply to rail guns (EXCEPT the Boom Gun, however, which continues to follow its own rules as listed in the book and does not follow the burst rules outlined here).Weapons with a listed “burst” feature may still fire that burst as listed, or use the rules below. If there are other target(s) in line with the original target and in range of the attacker, there is a 25% chance of those target(s) being hit by 1 shot. All other burst rules apply as listed previously.
-Short Burst: This is the listed "burst" under the weapon description. No change. Uses one melee attack.
-Long Burst: Fires 3x the number of shots as the Short Burst and does 2x the listed burst damage. Uses two attacks.
-Emptying the magazine: This is done by doing repeated long bursts and is no longer a separate action.
Wild: Shooting wild occurs under various conditions. Shooting wild imposes a -6 penalty for each condition which applies. Characters with the appropriate weapon proficiency (W.P.) ignore the first -6 penalty only.
-Shooting without being able to see the target, but having an idea of where they are.
-Shooting during a phase in which the character is moving. If shooting a burst, increase the chance of additional targets hit to 25% (50% for rail or machine gun bursts)
-Shooting a burst when you do not have a weapon proficiency in that weapon.
-Spray an Area: Can only be done with a long burst. All targets in the area can decide to dodge or parry as normal. Roll one attack to hit the entire area. Each target not behind cover or failing to successfully defend (dodge or parry) will take single shot damage (single shot x2 damage if with a rail gun)
-Additional situations as necessary or as seems “right”
8. Magic
Casting Times: Casting magic spells uses Rifts: Ultimate Edition rules regarding how many attacks a spell takes to cast. Higher level spells may likely take more than 1 phase to cast. Parrying, dodging, or other defensive actions during spell casting will cancel the spell, as will taking enough damage to be knocked down.
-Spell levels 1-5 require 1 melee attack to cast
-Spell levels 6-10 require 2 melee attacks to cast
-Spells level 11 and higher require 3 melee attacks to cast
Armor: Wearing metal body armor does not affect the spell or spell caster in any additional way.
Spell Strength: A caster's spell strength is added to the save versus ritual spells as well as the save versus invocations.
9. Psionics
Major Psychic: Rolling a character as having "Major Psionics" during Step 4 of character creation (RUE, p. 289) will force that character to forfeit half of the "Other" skills made available by the character's OCC/RCC. If the player doesn't wish to forfeit the required skills then they may select "Minor Psionics" or "Not psychic" as they feel is appropriate.
10. Taking Damage
SDC Characters in Body Armor take SDC damage from certain attacks as follows.
-Falling/Knockback: 1D6 SDC per 20 feet of distance. A distance of 100 feet or more will knock out the character for 1D6 melee rounds unless the roll versus fall or impact is successfully made.
-Whenever the armor takes damage from physical attacks or explosives: 1 SDC per 10 MDC inflicted.
Characters who suffer 5 or more mega-damage from a physical attack or explosion may have a chance to be knocked down. The percentile chance of this occuring is equal to twice the damage done. For example, 22 MD would be a 44 percent chance to be knocked down. If the percentile indicates a knock down the character may roll to maintain balance (if the character possesses that skill) and avoid being knocked down. Being knocked down makes the character lose their next attack. Getting back up from being knocked down counts as "moving" a number of feet equal to your speed during a combat phase.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
- Akashic Soldier
- Knight
- Posts: 4114
- Joined: Sun Nov 20, 2011 11:23 pm
- Comment: Theres space for a paper airplane race in the eye of a hurricane.
Re: House rues?
You're Welcome.
This is all I can legally share. Some pieces have been intentionally omitted but the system as presented there is entirely functional with the existing Megaversal System and both streamlines, compiles, and augments the existing battle system. This is not a rewrite of the rules but an evolution and expansion upon them that focuses on making various combat maneuvers more tactically sound and enhancing cinematic/strategic game play. No doubt there are some minor changes that people will not like but I am willing to bet that some of them are just pre-existing rules from the R:GMG or other books they didn't know. Should be interesting.
This is all I can legally share. Some pieces have been intentionally omitted but the system as presented there is entirely functional with the existing Megaversal System and both streamlines, compiles, and augments the existing battle system. This is not a rewrite of the rules but an evolution and expansion upon them that focuses on making various combat maneuvers more tactically sound and enhancing cinematic/strategic game play. No doubt there are some minor changes that people will not like but I am willing to bet that some of them are just pre-existing rules from the R:GMG or other books they didn't know. Should be interesting.
"I flew back to the states just to vote for Trump."
Mumpsimus can be defined as someone who obstinately clings to an error, bad habit or prejudice, even after the foible has been exposed.
I will not answer posts/questions/accusations by people on my foes list.
The Ugly Truth - Carl Gleba on the Cabal of 24.
Rifts® Online: Megaversal Highway.
Mumpsimus can be defined as someone who obstinately clings to an error, bad habit or prejudice, even after the foible has been exposed.
I will not answer posts/questions/accusations by people on my foes list.
The Ugly Truth - Carl Gleba on the Cabal of 24.
Rifts® Online: Megaversal Highway.
Re: House rues?
I do use a 1 free defenvie action, activating auto dodge or auto parry uses the 1 defesive action.
I do allow dodging of ranged attackes as it is more you see the person point a weapon in your direction and take evasive action, Means you are moving for all combat rolls you make for the rest of the melle round.
Tend to limit the number of times a person can take a movment action to 4 they must be taken at the same time as your first 4 attacks so makes dealing with high speed chartes with high attacks and slower charters with fewer attacks work a little better. As the faster charter will not move less per action.
For N&SS charters I do not make them perm mdc for having body harding but use chi to turn there SDC to MDC for the same druation and cost as the PPE cost in rifts japan. I ignore the part in the revised convertion book about chi beeing ISP as it over looks the basis of chi combat and with some chi user abilties can be broken if they have chi and PSI powers.
I also use house rules for TW creation to make more sense and try to get rid of the munchin factor. Does not make sense to have a TW roll 2 tech skill rolls then a TW creation skill roll modifed if they don't have the skill for the 2 tech in question. Basicaly removes the reduction in time and PPE to make and sets a standard for activation cost as well to long to post here.
Aslo I use modifed verstion of the HU/N&SS vehcile creation rules with rules for TW sorces as well.
I do allow dodging of ranged attackes as it is more you see the person point a weapon in your direction and take evasive action, Means you are moving for all combat rolls you make for the rest of the melle round.
Tend to limit the number of times a person can take a movment action to 4 they must be taken at the same time as your first 4 attacks so makes dealing with high speed chartes with high attacks and slower charters with fewer attacks work a little better. As the faster charter will not move less per action.
For N&SS charters I do not make them perm mdc for having body harding but use chi to turn there SDC to MDC for the same druation and cost as the PPE cost in rifts japan. I ignore the part in the revised convertion book about chi beeing ISP as it over looks the basis of chi combat and with some chi user abilties can be broken if they have chi and PSI powers.
I also use house rules for TW creation to make more sense and try to get rid of the munchin factor. Does not make sense to have a TW roll 2 tech skill rolls then a TW creation skill roll modifed if they don't have the skill for the 2 tech in question. Basicaly removes the reduction in time and PPE to make and sets a standard for activation cost as well to long to post here.
Aslo I use modifed verstion of the HU/N&SS vehcile creation rules with rules for TW sorces as well.
The Clones are coming you shall all be replaced, but who is to say you have not been replaced already.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
Re: House rues?
Those in my campiagn know the revisions / refinements I use. Those that aren't *shrug*.
Use what works for ya... it's YOUR game, YOU'RE the GM; your players don't like it, they aren't worth your time.
Use what works for ya... it's YOUR game, YOU'RE the GM; your players don't like it, they aren't worth your time.
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Re: House rues?
DhAkael wrote:Those in my campiagn know the revisions / refinements I use. Those that aren't *shrug*.
Use what works for ya... it's YOUR game, YOU'RE the GM; your players don't like it, they aren't worth your time.
The point is that we don't have to all reinvent the wheel. and sometimes hearing how others do things will spark ideas or show you better ways that will help you make your game more fun for all. and isn't the point of this to have fun?
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