What House Rules are you using?

Malakor

Banded Mongoose
I'm curious as to what folks will be house-ruling in their games. . . below are what I have decided upon so far, based on the original playtesting and what I have decided after reading through the book a couple of times. There will be more, I'm sure.

===================
Characteristic Generation:
Roll 12d6 and pair up as desired, place where you want.

Determining Homeworld - Use the tables provided
(I'm running my game in an area outside the Imperium - tables are on my wiki if you want to see them)


Prior to beginning first term: roll on the Background Events table twice.
================================================

Background Events
Roll 2d6 on the following table to determine Adolescent Event.

Adolescent Events Table
Roll 2d6 Event

2 Character skips school too many times. Reduce Edu by 1.

3 While foraging in a trash heap, the character finds an unusual
object.. Referee will determine specifics.

4 The character hangs out with a bad crowd, gain one of the
following skills: Deception, Gambler, Streetwise, Stealth or Recon.
Also reduce Soc by 1 due to the stain on your reputation.

5 Roll on the Life Events Table

6 Character Receives a scholarship that gives him the opportunity
to learn a new skill – Gain Science (any) or Trade (any)
Roll 1d6: 1-3: Gain a Rival (fellow student) 4: Gain a contact
5: Gain an Enemy 6: Gain an Ally

7 Your character gains a lifelong friend – gain an ally

8 Your character stands up to a bully and gains an enemy and an
ally

9 The character receives an inheritance – roll 1d6 and make an
immediate 1d6 roll on the following benefit table:
1-4: Citizen Cash 5: Citizen Benefits 6: Nobility Cash

10 Character’s family arranges a socially and/or economically
advantageous marriage to be consummated when the character
turns 18

11 The head of the character’s household is made an advisor to the
local ruling body +1 Social

12 Character receives 1d6 ship shares from a relative as a gift

The character is now 18 years old and ready to begin his careers.

================================================

On first Term - Take all service skills at 0 and your choice of one specialty skill at 0

** If you already have a listed skill, you gain a rank in it *** (This applies in all situations)



On changing careers - You gain two service skills and one specialty skill of choice on your first term in the new career


======================

When changing careers, after enlistment, roll 2d6 - Modified by player choice of Int, Edu, or Soc.

If roll < 8, enter career at 1 rank less than previous rank [minimum rank 0]

If roll is between 8 and 11, enter at previous careeer rank

if roll is 12+, enter at one rank higher

=======================

Learning new skills - as per book, except take half (rounded up) of total skills when figuring skills.
 
Character Creation house rules, not too many. They're actualy some optional rules.

Roll 3d6 drop lowest for stats, arrange as desired.
Roll 1d6 for max terms. You can end up with a kid, or an experienced 5th Frontier War hero.

Most changes I've done to the ship combat system.

Pulse Lasers. I thought the damage was a print error since they are supposed to do more damage than a beam laser. So I used 1d6 for beams and 2d6 for pulse. Ranges remain the same, short for pulse, medium for beams.

Damage system.
In CT/HG you were more likely to damage a weapon system or the fuel tanks more than having your ship break appart from hull or structure hits. So I reversed the chart:

1-3 System Hit
4-6 Hull Hit
7-9 Hull and System
10-12 2 System 1 Hull
13-15 2 System 2 Hull
Every 3: System hit
Every 6: Hull hit

Gives that Type S a fighting chance.

And simply because I am lazy, I combine HG and MGT a bit, at least until HG comes out. I use HGs USP values (x amount of weapons equals the USP) then multiply MGT damage by the USP. This is how batteries rip trough armour and sandcasters, none of this roll 3 times for each triple turret. Reduces PD fire to one roll as well. Number of missiles hit determined by effect. Baseline is the USP of the attacking weapon then plus or minus from there. Say a Pulse Battery USP of 2 is firing on a USP3 missile voley. It can kill USP2 worth, leaving 1 remaining, or on exceptional success it can kill the entire volley, or only kill 1USP worth or none at all.

Also, one bay per 1000 displacement tons. There are no Scouts or Beowulf class merchants packing 50 ton bays in my universe!

Yes I am desperately awaiting the High Guard suppliment for MGT!
 
cmdrx said:
Roll 1d6 for max terms. You can end up with a kid, or an experienced 5th Frontier War hero.
Is this instead of survival/retention rolls or in addition to them?
 
Golan2072 said:
cmdrx said:
Roll 1d6 for max terms. You can end up with a kid, or an experienced 5th Frontier War hero.
Is this instead of survival/retention rolls or in addition to them?

It's the point where you decide to muster out. Adds an extra element of randomness. How willing the character is to stay at a career.

A character may indeed roll a one, getting only one term of service. This implies an impulsive person. Regardless of how well they did in that service, they think it's time to quit. A six would imply someone willing to stick it out for a long career. Even if they fail survival in one and go to another career.

This realy is something I did back in CT days to keep players from making elderly Nobles who were also Fleet Admirals and owned whole megacorporations.
 
I will be using alien races and a few career paths that are specific to the setting I'm creating, but otherwise, I'll start with the rules as written and go from there. In time, as my comfort level grows, I'll make house rules based on my gaming experiences. However, I feel like I should start off with the basic rules unmodified so that I get a better feel for the system as it was intended.

Hope This Helps,
Flynn
 
I will be trying an inverted version, highly tweaked of the original T/E (waits for the sound of crickets). Thus, I will be using the original weapon damage tables.

I have already added several new specs to some careers. Some specs have requirements (such as Commando requiring a prior Infantry term). I also added an "Advanced Education" career,one term long, to represent colleges and such. Specs include such things as Military Academy, Medical College, Law College, Business College, Diplomatic Aacademy, and Fine Arts.
 
cmdrx said:
Damage system.
In CT/HG you were more likely to damage a weapon system or the fuel tanks more than having your ship break appart from hull or structure hits. So I reversed the chart:

1-3 System Hit
4-6 Hull Hit
7-9 Hull and System
10-12 2 System 1 Hull
13-15 2 System 2 Hull
Every 3: System hit
Every 6: Hull hit

The damage system has already been changed significantly (for the better, IMO) from the playtest version; you might want to check that out.
 
I'm retaining a reversed T/E system for combat and a few other purposes, as well as the old initiative tick system. Weapon damage is by dice with armour penetration seperated from damage. Healing/recovery without access to high-tech equipment is much less generous than the default. I've included rules for stance, firing positions, grenade fuses and cooking off, various fire modes, laser attenuation, human-seeking IR-guided munitions, a vastly expanded weapon, armour and equipment list, and a host of other little bits and pieces (which are actually less complex than they sound).

Chargen is pretty much by the book, with the addition of education streams taken from T5 and a few tweaks to which skills appear on which tables.

Space combat will use the official rules as the basic framework, but I'm adding in a lot of options to help keep my group of 5-9 players all involved. I'm retooling the playtest power-point system, as well as adding in expanded ship weapon lists. I'll also be modifiying the space combat movement system to allow for retention of momentum (unless I've misread, the current rules don't carry over velocity from turn to turn).

I did have a really cool spreadsheet filled with complex functions set up to spit out detailed cargo results based on TNE, which I started working on long before the playtest trade rules came up. As such, I never really looked to closely at the playtest trade system. Now that I have seen the final official product, however, I'm ditching my many hours of work to start fresh using the vastly superior MGT trade rules pretty much as written.
 
Flynn said:
...... I'll start with the rules as written and go from there. In time, as my comfort level grows, I'll make house rules based on my gaming experiences. However, I feel like I should start off with the basic rules unmodified so that I get a better feel for the system as it was intended.

I am with Flynn here. I think I will give the system a chance first then add to or take away as I see it is needed. At first I want to get a good feel for MGT and see where it takes me.

Daniel
 
I'll put in a few houserules from the start just because they affect character generation so if I wish to implement them, that's when I need to do it.

1: Rolls will be assigned to stats in the order they're rolled.
2: You'll be kicked out of your career if you fail the advancement roll by 3 or more or on a natural 2. You'll not be kicked out if your roll is equal to or less than your number of terms in the career unless it's also a failure by 3 or more or a natural 2.
3: You can't be drafted after your third term nor after you've served one or more terms in a draftable career.
4: You can't go back to the Drifter career just like you can't go back to any other career.
5: If you fail to enter a career and the draft and drifting are no longer open to you, you'll be done generating your character.

I'm also considering letting background skills and possibly basic training be taught at level 1 instead of 0. From the trial characters I've created thus far, MGT actually seems to be a bit stingy with skills compared to MT or T4.

It's interesting, I think, that no characters can get Gun Combat - 0 as a background skill now when everyone but barbarians got it in MT.

I'll also modify the training rules and add an experience system. Because I want to discourage PCs spending all their time training (which is not only boring but also wildly unrealistic) and encourage actually going out and doing things.

So.

XP. Get one to six XP per session. Cost to increase a skill by one is the same as the number of weeks of training required to increase it. (Experience - still the best teacher)

Training. Skills can't be trained to higher than level 1. Ever. Get some experience for that. Completing a training course requires an End 8+ roll to stay determined. Failure means giving it up about halfway through.
 
SableWyvern said:
The damage system has already been changed significantly (for the better, IMO) from the playtest version; you might want to check that out.

When I can come up with the 40 bucks that doesn't need to go in the gas tank, definintely. I had the book in my hands twice to see what had been changed. I missed that bit, but thanks for pointing it out.
 
Cowboy said:
It's interesting, I think, that no characters can get Gun Combat - 0 as a background skill now when everyone but barbarians got it in MT.

Another throwback from MT I've been doing is giving Drive, Ride, or Flyer(Grav) as homeworld skills depending on tech level. Everyone I remember who came from a high tech civ could fly an Air/Raft.
 
Still early for me, but here are a couple that I have decided to use:

1. Roll 3D and take the best 2 for each characteristic. Assign to characteristic as player desires (except SS, which gets my approval first).

2. In the process of creating additional Event Tables, 2D is a bit limited IMHO.

3. Bump required PP letter by 1 for each Bay Energy Weapon added.

4. Mass Precipitation for Jump Drive (need Planetary sized mass though). HERESY I know, but I like the graininess it gives the maps since I tend to play at TL 11ish.

5. Bow Weapons and Slings have been added to the weapons table. I was going to make the skills Melee skills, but after seeing that Mercenary is going to put them under Athletics, I will put them there too.

6. More Background skills I want at least 2 per Trade Code.

7. I like Malakor's Background Event Table and will probably adopt/steal that idea as well.

8. World Generation - I am using the Optional Hard Science rules with some additional tweeks that were suggested during the playtest, but not incorporated. I am also adding Stellar Type to the UWP line as well as number of GGs, Belts and Planets.

Once we start playing in June, I will probably add more as situations come up.
 
My character generation house rule is as follows:

Roll per year for survival, skills and life events. Roll once per four-year term for promotion/commission, except when you roll Automatic Promotion on the Life Events table. This promotion is in addition to whatever you have gained in this term.
 
Rikki Tikki Traveller said:
I am also adding Stellar Type to the UWP line as well as number of GGs, Belts and Planets..

Yeah, I'll be doing that too. Well, not so much doing it as not removing them as I'll be using Diaspora sector and in my Astrogator's Guide to Diaspora, they're already in there.
 
Back
Top