Your House Rules & Fixes

[IDEA] which seems so obvious that it surely must be RQ 2/3 stuff that I've missed, or something that will appear in an upcoming supplement...

Elementals are also known as 'Runesouls', and every Rune has an associated elemental e.g. Fire = salamander, Earth = gnome, Death = azrael, Metal = talos, light = lucifer etc.

All 'standard' rules for elementals apply - SIZ is by cubic metres volume and determines the other stats, the elemental effectively has Form/Set & Animate [appropriate element] at a Magnitude equal to its POW, if the elemental is defeated there is a POW% chance of leaving a Rune of its type in the remains.
 
JohnLokiBeard said:
Er, bigger targets are easier to hit? But damage tends to be less effective point-for-point against them.
Though I guess SIZ can also be taken as an indication of reach [sorry to use another D&D term - can I claim to be using it in a CONAN context?] so OK, maybe that's not a great rule option...

I can see a smaller bonus being sensible for missile weapons (perhaps SIZ minus 20), but not in melee. As you say, large targets will generaly be able to keep you at a distance, so it's actualy much harder to land a low.
 
[IDEA] i am currently trying out this idea. For skills over 100 divide as shown on table to gain extra reactions in combat.

100-200, by 2
201-300, by 3
301-400, by 4 and so on.

so someone with 140%, could conceivably have a normal CA at 70% and an extra reaction at 70%.

I might allow any split as well as long as it doesn't split the number more than shown on the table, for example our 140% skill could be split 95% and 45%.
 
RPG rules are like pizza: how you like yours doesn't invalidate anyone else's preference, and it's good try a different way now and again.

I've tried different ways of using Pizza, but I still find eating it, the only truly satisfying way! :lol:

Okay, it's off-topic, but I'm in a silly mood!!!
 
[PLAY] Base CAs on the strike rank rolled.

  • 1-10 = 1CA
    11-20 = 2 CA
    21-30 = 3 CA
    31-40 = 4 CA

[PLAY] Each CA takes place 10 after the character previous 1. EG Kirk gets SR 18 he acts on SR 18 and 8. Errol the Swift get SR 29 he acts on 29, 19 and 9. He gets to act twice before Kirk does. I don't have any issues with this. Also I dislike the round robin aspect of CAs in the RAW and have never liked number of actions in games based on a static point score. It always means that everyone strived to have the STAT its based on over the threshold number.

[PLAY] Resitance rolls for spells are opposed skill tests.

Targets Persistance, Resiliance or Dodge v' the casters magic skill used (Runecasting XXXX, Sorcery Spell, Specific Theology). This is in a way gives more power to Divine Magic as practicioners only need the one skill where as the others need/have several skills. Though there is an issue with Spellcharged Items.
 
Itto said:
[PLAY] Base CAs on the strike rank rolled.

  • 1-10 = 1CA
    11-20 = 2 CA
    21-30 = 3 CA
    31-40 = 4 CA

[PLAY] Each CA takes place 10 after the character previous 1. EG Kirk gets SR 18 he acts on SR 18 and 8. Errol the Swift get SR 29 he acts on 29, 19 and 9. He gets to act twice before Kirk does. I don't have any issues with this. Also I dislike the round robin aspect of CAs in the RAW and have never liked number of actions in games based on a static point score. It always means that everyone strived to have the STAT its based on over the threshold number.

I do like this idea :)
 
Aaron's House Rules
Version 1.0

"I did this. All of it. Absolutely none of it was created by the folks on the Mongoose forum. I guarantee this is the truth*." - Aaron Dembski-Bowden

*Not a legally-binding guarantee.


General
"You know, like numchuck skills, bow hunting skills, computer hacking skills. Girls only want boyfriends who have great skills." - Napoleon Dynamite

1. Armour / Skill Penalties
The Armor Use skill represents advanced training with regards to wearing armor efficiently and maximizing the protection it affords.

This Advanced Skill has no default value, nor is it normally rolled. Instead, any points put in to Armor Use offset the armor skill penalty accumulated by armor worn.

Thus, a character with an Armor Use skill of 10% wearing Plate armor on abdomen and chest (-12% each location, total armor skill penalty of -24%) would only have an armor skill penalty of -14%


2. Very High Skills
Instead of halving very high skills, reduce both skills by [highest skill - 100].

For example, 120 vs 80 becomes 100 vs. 60. 150 vs 125 becomes 100 vs. 75.



Combat
"I don't mean to alarm anyone, but all that blood spurting about...is actually mine." - Jan Jansen, Baldur's Gate II


3. Initiative
Initiative is determined only on the first turn.


4. Hit Locations
Hit Location is decided before Attack & Damage are rolled, so characters have to decide whether they'll risk taking a hit on the helmet [and so save a Reaction] before they know how hard that hit is going to be.


5. Strike Ranks
Base CAs on the strike rank rolled:

1-10 = 1CA
11-20 = 2 CA
21-30 = 3 CA
31-40 = 4 CA


6. Combat Actions
Each CA takes place '10 units' after the character's previous one.

For example: Kirk gets SR 18 he acts on SR 18 and 8. Errol the Swift get SR 29 he acts on 29, 19 and 9. He gets to act twice before Kirk does, as follows:

29 - Errol the Swift
19 - Errol the Swift
18 - Kirk
9 - Errol the Swift
8 - Kirk


7. Criticals
Criticals trump normal successes on an opposed test. If both are criticals, then the highest roll wins. If both fail, the winner is the one who rolled nearest to their target number.

A failure beats a fumble; if both are fumbles then the lowest roll wins.


8. Fatigue through Injury
When a character has a Hit Location drop to 0, the character drops a fatigue level.
 
That's the first version done (notice how I'm trying to keep it simple) and it's one that I can attest to playing through fully.

Thoughts, etc. are welcome.
 
Dead Blue Clown said:
3. Initiative
Initiative is determined only on the first turn.
.....

5. Strike Ranks
Base CAs on the strike rank rolled:

Do you roll strike rank once for initiative, and then only for number of actions each round after, or does the initial initiative roll determine number of CAs for every round of the whole combat?

Overall, a pretty decent and balanced looking set of mods.
 
1. I'd prefer a different solution. See the Armor Encumbrance thread.

2. Add the "If there are no skills above 199%" clause. Above 200% the halving method works better.

3-7. Excellent!

8. Add " instead of rolling for lost CAs". Someone complained it is cumbersome to keep track of lost CAs, and at high levels fatigue already imposes a big, permanent penalty on CAs.
 
Dead Blue Clown said:
3. Initiative
Initiative is determined only on the first turn.

(...)

5. Strike Ranks
Base CAs on the strike rank rolled:

1-10 = 1CA
11-20 = 2 CA
21-30 = 3 CA
31-40 = 4 CA

Seems a little unfair to me to use both rules at once, as the Initiative roll will have a major impact on the outcome of the fight.

If my SR modifier is 13 and I roll a 8, I will always strike before my opponents AND attack 3 times per turn.
 
Its really not that hard to track CA, after rolling strike ranks, give out "life" tokens for each CA. As they are used or lost, return them to the communal cup. Everyone can grab what they need after rolling. No paperwork, only counting to 2-4 usually. Hopefully that isn't too difficult otherwise you shouldn't be playing anyhow..... :lol:
 
Mugen said:
Itto said:
[PLAY] Base CAs on the strike rank rolled.

  • 1-10 = 1CA
    11-20 = 2 CA
    21-30 = 3 CA
    31-40 = 4 CA

[PLAY] Each CA takes place 10 after the character previous 1. EG Kirk gets SR 18 he acts on SR 18 and 8. Errol the Swift get SR 29 he acts on 29, 19 and 9. He gets to act twice before Kirk does. I don't have any issues with this. Also I dislike the round robin aspect of CAs in the RAW and have never liked number of actions in games based on a static point score. It always means that everyone strived to have the STAT its based on over the threshold number.

I do like this idea :)

Yeah, I really like this too. I've been experimenting with an alternate version (see earlier in the thread), but taken together these two rules are extremely elegant. I think I've been sold...!

Whatever happens, I won't play with the number of CAs based solely off a single stat established during character creation, and difficult to change.
 
gamesmeister said:
Mugen said:
Itto said:
[PLAY] Base CAs on the strike rank rolled.

  • 1-10 = 1CA
    11-20 = 2 CA
    21-30 = 3 CA
    31-40 = 4 CA

[PLAY] Each CA takes place 10 after the character previous 1. EG Kirk gets SR 18 he acts on SR 18 and 8. Errol the Swift get SR 29 he acts on 29, 19 and 9. He gets to act twice before Kirk does. I don't have any issues with this. Also I dislike the round robin aspect of CAs in the RAW and have never liked number of actions in games based on a static point score. It always means that everyone strived to have the STAT its based on over the threshold number.


I do like this idea :)

Yeah, I really like this too. I've been experimenting with an alternate version (see earlier in the thread), but taken together these two rules are extremely elegant. I think I've been sold...!

Whatever happens, I won't play with the number of CAs based solely off a single stat established during character creation, and difficult to change.

I will also join in the plaudits for this idea, it's quick, easy to grasp and players are likley to have to widen the abilities of their character to make the best use of it. This is definitely going into the elgrin House Rules.

Still contemplating some of DBC's list as one or two don't yet feel right.
 
With the additional alterations from another four sessions of play.


Aaron's House Rules
Version 1.1

"I did this. All of it. Absolutely none of it was created by the folks on the Mongoose forum. I guarantee this is the truth*." - Aaron Dembski-Bowden

*Not a legally-binding guarantee.


General
"You know, like numchuck skills, bow hunting skills, computer hacking skills. Girls only want boyfriends who have great skills." - Napoleon Dynamite

1. Armour / Skill Penalties
The Armor Use skill represents advanced training with regards to wearing armor efficiently and maximizing the protection it affords.

This Advanced Skill has no default value, nor is it normally rolled. Instead, any points put in to Armor Use offset the armor skill penalty accumulated by armor worn.

Thus, a character with an Armor Use skill of 10% wearing Plate armor on abdomen and chest (-12% each location, total armor skill penalty of -24%) would only have an armor skill penalty of -14%


2. Very High Skills
Instead of halving very high skills, reduce both skills by [highest skill - 100].

For example, 120 vs 80 becomes 100 vs. 60. 150 vs 125 becomes 100 vs. 75.

For skills of 200% or above, the halving rule in the RuneQuest core rulebook comes back into effect.

Combat
"I don't mean to alarm anyone, but all that blood spurting about...is actually mine." - Jan Jansen, Baldur's Gate II

3. Hit Locations
Hit Location is decided before Attack & Damage are rolled, so characters have to decide whether they'll risk taking a hit on the helmet [and so save a Reaction] before they know how hard that hit is going to be.


4. Strike Ranks
Base CAs on the strike rank rolled:

1-10 = 1CA
11-20 = 2 CA
21-30 = 3 CA
31-40 = 4 CA


5. Combat Actions
Each CA takes place '10 units' after the character's previous one.

For example: Kirk gets SR 18 he acts on SR 18 and 8. Errol the Swift get SR 29 he acts on 29, 19 and 9. He gets to act twice before Kirk does, as follows:

29 - Errol the Swift
19 - Errol the Swift
18 - Kirk
9 - Errol the Swift
8 - Kirk


6. Criticals
Criticals trump normal successes on an opposed test. If both are criticals, then the highest roll wins. If both fail, the winner is the one who rolled nearest to their target number.

A failure beats a fumble; if both are fumbles then the lowest roll wins.


7. Fatigue through Injury
Optional: When a character has a Hit Location drop to 0 or below, the character drops a fatigue level as well as losing the requisite number of Combat Actions.
 
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