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Systems & Settings => Rolemaster => Topic started by: shnar on August 02, 2007, 10:59:42 AM

Title: Any Crazy Houserules?
Post by: shnar on August 02, 2007, 10:59:42 AM
Was wondering if anyone had any houserules that are so out there that they're almost embarrased to mention them?

One of our wildest rules is during character creation. We let the players roll THREE D10s and choose AFTER the roll which die is the 10s and which one is the 1s. And we kept the "under 20 reroll" rule (so if you rolled a 3, 5, 1 you could say the outcome was 15 and reroll). And this rule was used during both Normal and Potential stat rolls. Yes, we had a few 101s in our groups. Our logic was that player characters were "heroic" beings and should have this extra boost.

Other odd rules out there?

-shnar
Title: Re: Any Crazy Houserules?
Post by: yammahoper on August 02, 2007, 11:13:47 AM
Our respective definitions of crazy differ.  Back in my RM2 days, te 3d10 rule was how we generated all our PC's.

lynn
Title: Re: Any Crazy Houserules?
Post by: Balhirath on August 03, 2007, 03:08:53 AM
When I learned to play rolemaster, the gamemaster added the misc. stat bonus from the background options in Comp 1 to the Stat! (If you had 90 in a stat and rolled a +15 bonus, your stat would be 105) That gave some crazy stat bonuses from time to time.  :)

Another GM had misunderstood the two weapon combat skill. So when playing with him, you could use one weapon to make a full parry AND make a full attack with the other weapon in the same round..
Nobody in that campaign ever used shields. ;D
(I actually did try to explain how the skill worked, but he kept his own system.)

Title: Re: Any Crazy Houserules?
Post by: Rivstyx on August 03, 2007, 08:14:26 AM
I have been criticized for letting my players gamble with their characters stats on creation but it is a fun way to do it instead of the 660 thing...

1. Automatically give the character a 100 to start.  I play a high powered game.  If you do not then make them start at step 2.
2. Roll percentile
3. If the roll is <= 20 disregard the roll and go to 2
3a. If the roll is > 20 then go to 3b
3b. The player has the option to either keep the roll (go to 4) or try to roll for higher (3c)
3c. Roll percentile
3d. If the roll is >= to the last roll in 3b go back to 3b.  If the roll is less then the last roll keep the roll and go to 4 (even if it is 20 or less)
4. Repeat step 2 until the player has a list of 10 stats
5. Decide to allocate stats (go to 6) or kill the character at birth (go to 1)
6. Make any stats in profession prerequisites that are less then 90 equal to 90.
   
Title: Re: Any Crazy Houserules?
Post by: shnar on August 03, 2007, 12:40:20 PM
I suppose some really high-powered weapons could be considered crazy house rules.

One campaign, we found a quiver of 20 arrows with black obsidian arrowheads. The GM refused to tell us what it did, so we were surprised when we fired our first one at an orc to watch him blow up. Apparently the heads were some kind of explosive that did a Burn *and* Energy crit (from SpaceMaster) of equal damage. But the arrow was used up after use, so we only had 20 shots.

-shnar
Title: Re: Any Crazy Houserules?
Post by: yammahoper on August 03, 2007, 04:36:28 PM
Please...

Back in my power gaming munchkin days, as GM I had a player with a ring of might weilding dual MK5 machineguns, with 100rnd caseless ammo, every clip had various blade runes, from spell runes of fire ball on each bullet, black runes versus specific creatures (mostly demons and undead) and the guns had ye ole +40 (or was it +45?) blade runes, ALL PERMANIZED.

Lets not talk about the Dragon Robes AT20 that were +100 DB versus all elemental, half hits and reduced elemental crits by II...I SAID DONT TALK ABOUT IT :-[

lynn
Title: Re: Any Crazy Houserules?
Post by: vroomfogle on August 03, 2007, 07:51:19 PM
In my crazy Vroomfogle days we used the Genetic Law list to create a super-race of pan-dimensional goblins.

Shortly thereafter my body was incinerated but somehow my brain survived and I had a new Eog body built for me that had 4 arms and 2 heads (and with rollerskates built into the feet).  I was an Archmage that wielded 4 swords, each one covered with Bladerunes and Spirit Runes(? from RM2 Runemaster I think, or Magus?)

It was a completely whacked campaign, but a whole lot of fun because of it's sheer silliness.
Title: Re: Any Crazy Houserules?
Post by: Balhirath on August 04, 2007, 04:18:13 PM
In my crazy Vroomfogle days we used the Genetic Law list to create a super-race of pan-dimensional goblins.

Shortly thereafter my body was incinerated but somehow my brain survived and I had a new Eog body built for me that had 4 arms and 2 heads (and with rollerskates built into the feet).  I was an Archmage that wielded 4 swords, each one covered with Bladerunes and Spirit Runes(? from RM2 Runemaster I think, or Magus?)

It was a completely whacked campaign, but a whole lot of fun because of it's sheer silliness.

 ;D

I think we all have been through a period of wild, wild gaming :)
Title: Re: Any Crazy Houserules?
Post by: Cory Magel on August 05, 2007, 12:42:42 PM
The Undead Pizza Delivery Man (and, yes, there is a miniature for it - a Skeleton delivering a pizza - that came from some joke set of mini's years ago).

The campaign was just for fun (well, they all are, but this one was meant to be crazy) and every once in a while the pizza delivery guy would show up at completely random times (sometimes even during a combat). Each time the pizza got more expensive. It had 8 slices. each a different type, and when you ate them they would have random permanent effects on you, 6 good and 2 bad slices, varying from raising/lowering stats, granting special abilities, etc, etc.

Enemies in the campaign were wacky too... I remember fighting the Energizer Bunny for example.
Title: Re: Any Crazy Houserules?
Post by: arakish on September 09, 2007, 01:00:18 AM
The only crazy one I can remember, which is probably lame, is that we used the Longshot 3d10 for creating stats.

Roll 3d10.
Throw out the lowest.
The highest of remaining two was the 10s.
The other was the 1s.

Repeat for determining Potentials.

Lame.

rmfr
Title: Re: Any Crazy Houserules?
Post by: David Johansen on September 09, 2007, 01:06:48 AM
When somebody doesn't show up for a session we pass their character on to a volunteer who then gains half of the xp for the session.  You can get a lot of xp for getting beaten to a fine patte...
Title: Re: Any Crazy Houserules?
Post by: munchy on September 09, 2007, 02:55:39 AM
I posted this once in the Rolemaster Moments but we had the rule once that of you two d10s you had to throw for a percentile roll, you chose AFTER the roll which one was which, so in most cases the higher was the tens, the lower the ones ... no fumble possible and loads of open-ended high rolls in those days ... excellent gaming!
Title: Re: Any Crazy Houserules?
Post by: Temujin on September 11, 2007, 08:07:33 PM
When somebody doesn't show up for a session we pass their character on to a volunteer who then gains half of the xp for the session.  You can get a lot of xp for getting beaten to a fine patte...

Lol, a firm believer in behaviorism you must be!  I can imagine the poor guy returning to find his character has two broken legs and 3 shattered rips ;)

Have a laugh point.
Title: Re: Any Crazy Houserules?
Post by: David Johansen on September 21, 2007, 08:17:59 PM
One guy came back to find his character dead and left the group.  Easiest let down / boot out I ever had to do.
Title: Re: Any Crazy Houserules?
Post by: yammahoper on September 27, 2007, 03:49:32 PM
Back in RM2 days I used a rule called OVerhead Smash.  You could not parry, full OB, gained a +20 OB mod and did x2 hits.  Was a fav against stunned foes.  When combined with adrenal str, it was very nasty.

lynn
Title: Re: Any Crazy Houserules?
Post by: Old Man on September 29, 2007, 09:05:35 PM

RM2-days - allowing Spell mastered Bolts to have damage multiples and then adding the Spell law optional rule to over-power bolts and Haste giving 3 other bolts a round and ... and ... lol :)

Exercise is left to the reader...

Ciao,
Old Man
Title: Re: Any Crazy Houserules?
Post by: vroomfogle on September 29, 2007, 10:47:34 PM
We had a GM once who ran a pretty freeform campaign.   His rule was basically If you could think of it, you could do it (and given enough PP's).    And that is how we created a pan-dimensional race of super-goblins that would call us Masters....
Title: Re: Any Crazy Houserules?
Post by: yammahoper on September 30, 2007, 09:54:44 AM
In RM2, all PC's and NPC's auto gained 10% of Co stat in hits each level as a measure of natural toughness.  Body dev could still be bought.

I have a ton of these.

lynn
Title: Re: Any Crazy Houserules?
Post by: Mourglin on February 28, 2008, 03:53:21 PM
Was wondering if anyone had any houserules that are so out there that they're almost embarrased to mention them?

Other odd rules out there?

-shnar

I have a few changes that I'd consider beyond the pale.  I will mention them in brief, and if anyone has further interest I can elaborate by providing more info.
1.  I use the MM Table to resolve everything possible except for spells and combat.

2. I use my own time tracking chart with 'tokens' to track the actions of the pc's and groups of npc's/monsters I run. I have rounded all actions into increments of 10%.  Initiative is based upon [ QU/QU/IN ] / 3 + 2D10.  Highest goes first and does any 1 action regardless of time costs.  That person once done with a single action, slides his token down the time chart to the slot that would have him complete that action.  For example, standing from a prone would be 50% so his token sits at 50% and he is idle.  Once I go through everyone in Init order, each doing 1 action, I consult my time chart which sits on the table for all to see (usually a player will run it for me).  Anyways I return to the chart and allow the person who used the least amount of time to go next.  Then a leap frogging commences until everyone is at 100% or pushing beyond or overlapping into the 2nd part of the chart 100%-200%.  I try not to go beyond 100% but sometimes actions carry over into another round and it is just easier to make a chart with 200% time. 

3.  I have reduced the skill list dramatically and have created a few new ones. I think I'm under 30 primary and maybe 2x as  many secondary skills total. 

All in all my changes are to stream line to my liking and allow for more immersive gaming without bogging down into charts and finding rules.  If I can't resolve it on a MM table, or a normal hit roll in combat or a normal spell effect roll, I make a quick GM call on it and keep going.
Title: Re: Any Crazy Houserules?
Post by: Justin on February 29, 2008, 11:49:27 AM
I have a few changes that I'd consider beyond the pale.  I will mention them in brief, and if anyone has further interest I can elaborate by providing more info.
#2 is basically like combat by Action Points. Though you use slightly different number generation.
Title: Re: Any Crazy Houserules?
Post by: Arioch on March 01, 2008, 04:42:38 AM
I once run an "evil" campaign which was quite "munchkinesque"... Besides letting an evil paladin taking Dark Channels as a base list, we introduced a two skills: one let you do a full parry and then, if you succeded a mnauever, attack with up to 100% of your OB (depending on the degree of succes of the man.); the other let you made a second attack if you obtained a critical with your first attack... I don't remember if I've taken the two skills from some old companion, from the net ore if they were new, but they were a true overkill!  ;D
Title: Re: Any Crazy Houserules?
Post by: RandalThor on March 06, 2008, 01:58:12 PM
How about the fact that I gave the Trans XII character in my present game 50 Talent Points to spend on Special Training? Crazy enough?
Title: Re: Any Crazy Houserules?
Post by: MidKnight on April 03, 2008, 01:19:37 PM
Magic weapon bonuses add to Crit rolls

Magic armor bonuses subtract from crit rolls - can be used with Armor by the piece rules nicely

Spellcasting spells 3 or more levels below your own only require a 'non-fumble' roll (success is assumed unless you fumble or other 'outside' factors apply above the norm)

Title: Re: Any Crazy Houserules?
Post by: yammahoper on April 03, 2008, 01:55:41 PM
Any OB used as parry counts against all frontal attacks, including multiple attacks by the same foe, as I see parry as a state of defense, not a specific tactical action/commitment.

Sheild can still be appplied against one foe only.

lynn
Title: Re: Any Crazy Houserules?
Post by: mathhatt on May 09, 2008, 05:02:20 AM
In my Shadow World campaign, the characters receive a few points at each level beyond 5th level. They can use them to improve the potential stats. I devised this so the characters may reach some stats with 100-102 value at 15th level. Only one stat out of ten can reach 102. Only one another can reach 101. Then 100, and so forth.
Title: Re: Any Crazy Houserules?
Post by: shnar on May 09, 2008, 10:56:28 AM
There is that optional rule that in Companion 5 (?) that on the StatGainRolls, if the Temp = Pot, 96-99 would raise the Potential by 1pt, 100 would raise Temp by 1 and Pot by 2. We always just used that. Also, couple that with the High Stat Options (I think Companion 4?) that gives you extra abilities for stats over 100, our guys were getting rather powerful.

-shnar
Title: Re: Any Crazy Houserules?
Post by: ironmaul on May 26, 2008, 06:18:54 AM
For iniatitive I use Qu+In bonus + 1 per every 2nd level + 1d10. The 1+ per 2nd level simulates experience.
Title: Re: Any Crazy Houserules?
Post by: mibsweden on July 07, 2008, 07:37:53 AM
Handing out the Tome of Wisdom to my players and they got 101 Memory and Reasoning after that somehow... :P. Not THAT bad, but just boring.
Title: Re: Any Crazy Houserules?
Post by: mibsweden on July 07, 2008, 07:41:33 AM
We uses to start as noble Noldor Elves before the 1st age of Middle-Earth began, playing thorugh Silmarillion 1st age.

We started at level 100, getting +10 to all our stats, max 112. We would get lesser versions of the items that our fathers had, picked from Lord of Middle-Earth module.
Title: Re: Any Crazy Houserules?
Post by: mibsweden on July 08, 2008, 11:58:18 AM
Introducing Sniping as a skill.
Title: Re: Any Crazy Houserules?
Post by: Justin on July 08, 2008, 03:23:59 PM
Introducing Sniping as a skill.
are you poking furn at Sniping, cause it is an optional skill?
Title: Re: Any Crazy Houserules?
Post by: Fornitus on July 08, 2008, 10:54:49 PM
 I play in a scenario where there is an EXTRA -100 to ALL spell casting. On top of the ESF rules. ;D
 The balance is a bonus for a focus (i.e. staff/amulet/whatever) that the PC uses for every spell (+15 to +30) and "influence" components. (+1 to +10 each.) plus the extra prep rnds.
 Adds a lot of flavor and rare component hunts. Components (influences) are not required, and neither is the focus, but with the -100 you try to use them when you can.
 Ultimate result is no 5th lvl caster going to instantaly cast a fireball each round till they are out of PP. Makes us actualy "plan" each assau ;Dlt.
Title: Re: Any Crazy Houserules?
Post by: Globulin on July 24, 2008, 08:28:15 PM
In my campaign, we use exhaustion points.

 ;D
Title: Re: Any Crazy Houserules?
Post by: Arioch on July 25, 2008, 02:52:11 AM
In my campaign, we use exhaustion points.

 ;D

 :o That's really the craziest HR I've ever seen!!  ;D
Title: Re: Any Crazy Houserules?
Post by: Cloven-Fruit-Games on July 25, 2008, 11:00:58 AM
I have a house rule that, if you name yourself after a pharmaceutical, you get to use that power once per game at touch range.
All had to do with a conversation that names of pharmaceuticals sounded like names from fantasy novels. The evil wizard Zoloft...
Title: Re: Any Crazy Houserules?
Post by: Viktyr Gehrig on July 26, 2008, 10:41:51 PM
I have a house rule that, if you name yourself after a pharmaceutical, you get to use that power once per game at touch range.

You never told me about that House Rule.

Heh. I think "Cialis" makes a lovely name for an evil seductress.
Title: Re: Any Crazy Houserules?
Post by: Cloven-Fruit-Games on July 27, 2008, 12:40:39 AM
Quote
I have a house rule that, if you name yourself after a pharmaceutical, you get to use that power once per game at touch range.
Quote
You never told me about that House Rule.

I am sure I have, becuase I think you arrgued with me about it.
Title: Re: Any Crazy Houserules?
Post by: Dreven1 on August 14, 2008, 09:30:28 PM
We play with a fantastic INITIATIVE rule.

1) Everyone (including GMs ?mobs? or monsters) roll their initiative (QU+2d10) adding any special bonuses for going in snap (+5 to roll) or going in deliberate (-10 to roll)
2) Let the lowest number state what they are doing first.  The second lowest states what they are doing second, third lowest third... You get the point.
3) Then resolve the initiative from top down! So the highest roll is RESOLVED first, second highest resolved second, etc...

This system is awesome because the slower people STATE what they are doing first and the higher the initiative the more you get to react to. 

This makes SO much more sense than the fastest people going first and not being able to react to anyone else.

I have used this rule for years and it is, by far, the best initiative system I have found.

A few notes:  We use a single round for combat. We don?t use snap, normal and deliberate. I never liked it. This system never made sense to me. We simply use a modified version of this system.
a. Snap gets +5 to initiative roll along with associated negatives for going in snap.
b. Normal is ?well just normal. No bonuses or negatives.
c. Deliberate takes a -10 to initiative and gets the associated bonuses to rolls for going in deliberate.

Sometimes ALL the GM?s mobs (monsters) roll for the entire unit. Sometimes each individual mob gets its own initiative roll depending on how important it is. Main NPC?s usually get their own initiative.

I use mental quickness for casters (their prime stat bonuses) for mental tasks (casting spells, doing perceptions, quick thinking, etc) and I use the quickness bonus for any physical task (opening locks, melee, missile, etc).

Just remember, slowest entity?s (the lowest imitative) state what they are DOING first, then the fastest entity?s RESOLVE first.

Your highest initiatives will always see and be able to react to things which were stated previously.  The slowest people are the ones everyone else gets to react TO.

E.g. 
Caster has 10 for initiative
Cave troll has a 15 for initiative
Fighter has a 22 for initiative

STATE YOUR ACTIONS FIRST from the lowest to the highest
Caster says, ?I am going to start casting levitate??
(GM) Cave troll sees you casting and decides to SMASH little caster?
Fighter ?I see this and will intercept the Cave troll and instead THROW myself in front of the caster and take the blow??
This allows for really neat combat situations, now resolve from TOP down (highest to lowest).

RESOLVE YOUR ACTIONS SECOND from the highest to the lowest
The fighter with the HIGHEST initiative will be able to THROW himself in front of the slower, less agile caster (which just took about 3 hours to roll up LOL!) He takes the CRUSH himself from the cave troll (unless the Cave troll now issues a ?change action?!) and finally the wittle caster starts preparing levitate?
Try it out? it works beautifully! 

Also hit me up for any questions or conflicts with this system because we have run through the gambit on this one!

Title: Re: Any Crazy Houserules?
Post by: Arioch on August 15, 2008, 03:28:18 AM
Quote
This system is awesome because the slower people STATE what they are doing first and the higher the initiative the more you get to react to.

We tried to use a "declaration phase" a couple of times, but we didn't like it very much... Players complained that combats took longer (IMHO this would be solved with a little practice with the system...) and they didn't like that faster characters could "predict" the moves of slower ones. SO we switched back to the old system.  :)
Title: Re: Any Crazy Houserules?
Post by: twh on August 15, 2008, 09:19:54 AM
We play with a fantastic INITIATIVE rule.

1) Everyone (including GMs ?mobs? or monsters) roll their initiative (QU+2d10) adding any special bonuses for going in snap (+5 to roll) or going in deliberate (-10 to roll)
2) Let the lowest number state what they are doing first.  The second lowest states what they are doing second, third lowest third... You get the point.
3) Then resolve the initiative from top down! So the highest roll is RESOLVED first, second highest resolved second, etc...

This system is awesome because the slower people STATE what they are doing first and the higher the initiative the more you get to react to. 

...

Have an idea point!  I like this and I'm going to present it at my game tomorrow night.  I don't know if we'll use it but I want to put it out to the group and see what they think.

Title: Re: Any Crazy Houserules?
Post by: Justin on August 15, 2008, 10:03:04 AM
Dreven, I recently instituted the same type of intiative structure after moving from a casual 1-action-per-round to Action Points and then getting fed up with the paperwork involved in AP's. I know some other system uses the "declare in reverse, resolve forward" mechanic. However, I did work in a bit of the multi-pahse resolution into my combat. Here's my outline.

1 - Determine initiative: QU bonus plus related stat bonus. (St melee, Prime casting, etc.)
2 - Half movement: 1-50% movement resolved in reverse initiative order.
3 - Quick actions: In initiative order, resolve all fast actions, such as dagger attacks, dangerous dismounts, etc
4 - Normal actions: In initiative order, resolve all average speed actions, such as most melee and bow attacks.
5 - Slow actions: In initiative order, resolve actions which took most the round to do, such as first aid, two-handed weapon attacks, careful dismounts, etc. Also, finish movement for 51-100% movement.
6 - Extra actions: In initiative order, resolve the latter of dual attacks (allowed based on stat requirements and size of weapon) and Hasted chars.

Spells are somewhere in there based on Class of spell, Class II and III need multiple rounds to finish. I have judgements made for holding action, sloppy-but-quicker actions, changing actions, charging attacks, etc.
Title: Re: Any Crazy Houserules?
Post by: Pit Ote on August 20, 2008, 09:42:13 AM
One nonsense rule...
I allow to cast two or three times the second die of the criticals for certain weapons, usually those that hurt less. Eg. I allow two rolls for Daggers; the player gets a 'C' critical, first die= 6 and second die=3 and 6, he chooses the 6 for 66. The goal was improve some weapons fallen into disuse, there is no explanation based on reality.
Title: Re: Any Crazy Houserules?
Post by: Tolen on August 30, 2008, 10:54:02 PM
I only really have one houserule, though I'm thinking of adding others in.

Instead of 600+10d10, I use 650+5d10.  It bumps the average up a bit, but still allows the influence of the dice for those who like to roll.

I'm looking at static DP gains, and have considered thinning down the skill list.  But what I really am shopping for is a smoother initiative system.  Snap, normal, deliberate, percent activity...There's got to be a better way.
Title: Re: Any Crazy Houserules?
Post by: yammahoper on August 30, 2008, 11:17:54 PM
On Init;  Roll init once, then start counting down from 40.

For snap actions, add +10 to the roll, for normal actions, add +0 to the roll, and for deliberate, add -10 to the roll.

If you want Qu to have much greater impact, then add +5, +0, -5.  However, even with the first option, a very high Qu PC or monster can easily get all its actions in before a slow character gets even one.  Regardless, this removes the very static phases and makes melee much smoother.

lynn
Title: Re: Any Crazy Houserules?
Post by: GrumpyOldFart on December 21, 2008, 08:43:21 PM
I don't consider this one "odd" in terms of "weird, crazy, silly", but it's apparently odd in that I've known a whole lot of GMs and only one or two besides me have used this obvious trick.

House Rule: If your character dies, and the body does not get recovered/resurrected.... I get the corpse. As GM I want your character sheet, etc. afterwards. Why? Cos I make NPCs and intelligent monsters out of em, that's why.
Title: Re: Any Crazy Houserules?
Post by: Fornitus on December 21, 2008, 11:04:43 PM
 I always "Recycle" PC's that way. ;D
Title: Re: Any Crazy Houserules?
Post by: GrumpyOldFart on December 22, 2008, 04:15:54 PM
Here's one for ya. I've thought about this, but have not yet implemented or playtested it. I found something vaguely like it in one of the RMSS Companions, but can't remember where. Right now my gaming group is dead, so I don't know when or if I will get the chance to test it, either.
*********************

Riding the Magic, or the Herding Cats Rule

I have watched a man trap a quarter against a wall with the point of a rapier. He does it for practice. I submit that, for fine control of complex forces, such a feat is child's play next to the casting of a spell.
Controlling the forces involved in even a simple spell is like herding cats. And yes, RRs, SF and ESF all address how that affects the caster and the target. But a poorly controlled spell can affect everything in the area, not just the two endpoints of the spell in question. And just because the spell is successful doesn't make it perfectly controlled.
Such is the logic behind Residual Aura, Aura Contamination, and the Herding Cats Rule.

1. Residual Aura - Most spells will leave a "stain" or "stigmatus" in the area they were cast, that will fade slowly. Channeling is Divine, the only imperfections are in the caster himself, so they only leave a stigmatus of the spell's level in a 1'r/lvl sphere for 1 month/lvl. Mentalism inherits the imperfections of its source, but because the source and the caster are one, the understanding of the power flow is quite intimate. Mentalist spells leave a stigmatus of twice the power, size and duration of Channeling spells. Essence power is the most ubiquitous and least understood of the powers, and has the fewest limits. If you do too well at drawing power and too poorly at controlling it, in Channeling you are limited by the Diety's will, in Mentalism by the limits of your mind and body. Potential damage from loss of control of Essence power is limited only by the mass and spin of the world you're on, and by entropy. Essence spells leave 3 times the stigmata of Channeling.
1a) All stigmata of any realm lose 1'r and 1 lvl of power per month. Thus, a 6th lvl Channeling spell leaves a stigmatus of 6th lvl in a 6'r that takes 6 months to fade. A 9th lvl Mentalism spell leaves a stigmatus of 18th lvl in an 18'r that takes a year and a half to fade, as does a 6th lvl Essence spell. A 50th lvl Essence spell leaves a stigmatus that doesn't fade completely for twelve and a half years.
1b) Spells channeled directly from a Diety leave no stigmata unless the Diety so chooses. Arcane spells will leave stigmata comparable to Mentalism.
1c) Note that none of this matters unless you are casting spells in the same place every day, as in your home or shop. For game purposes, roll d100 (high open-ended)/2 at the beginning of spellcasting in a given area to find out the beginning residual aura. Modify by -30 for rural areas, -10 for small towns, +10 for ruins/dungeons/cities. Results below 0=0.

2. Aura Contamination - Auras interact with one another, sometimes resulting in things none of the original casters intended, or indeed imagined. These are called "improbabilities" or "Fortean effects" or other names. It is randomized magic flow, with magic's ability to redefine local reality, but without control or purpose.

3. The Herding Cats Rule - Any time a spell is cast, there is a chance equal to (100 - BAR/EAR) + (residual aura/2) of an improbability/Fortean effect. The GM rolls d100 open-ended. If (100 - BAR/EAR) + (residual aura/2) + GM d100 = 101 - 200, there is a harmless minor effect within 1'/spell lvl of the caster. 201 - 300 = a medium effect, possibly harmful, possibly not. 301 - 400 = major improbability/Fortean effect, distinct possibility of seriously harmful results. 401 - 500 = Extreme Forean effects, harmful and possibly lethal. 501+ = Reality storm/Everything within 1'/spell lvl of the caster randomly gated to another plane of existence/something else both weird and catastrophic occurs.
3a) Note that only extremely powerful spells or exploding dice will get you into severe trouble *right away*, but the chances of something really BAD happening go up quickly. Since the stigmatus of the spell you are casting will be figured into the next spell's residual, a party with two or more spellcasters will want to keep their battles on the move. If a Mentalist casts a 5th lvl spell and a Magician casts a 6th lvl spell, the next round's residual just went up 14% ([(5*2)+(6*3)]/2). A protracted battle could get really weird, and seige would have a whole new horror.
3b) Note that BAR/EAR rolls include all bonuses and penalties, and a roll above 100 can reduce or eliminate the stigmatus of its casting. A 10th lvl spell cast with a BAR/EAR of 131 or better leaves no stigmatus (111 or better for Channeling, 121 or better for Mentalism/Arcane). An exremely high BAR/EAR temporarily reduces the chance of unwanted effects, weaving the residual aura itself into the new pattern.

Example: Julie Anne Freys (Fighter), Duncan Boxer (Warrior Monk), Flaude Thierry (Magician), and Cy Omega (Mentalist) are fighting giants. They are all 10th lvl, and they encountered the giants in the ruins of an ancient city. Background aura is (22/2)+10=21. Cy wins initiative, casts a 5th lvl spell, rolls 43 with a bonus of 36 so 43+36=79. 100-79=21, 21+21=42% chance of an improbability. GM rolls d100(43), 43+42=85, nothing happens. Flaude fires a lvl 6 Elemental attack with a +44 Directed Spell bonus. Roll 29+44=73, 100-73=27, 27+21+5(1/2 the lvl 10 stigmatus left by Cy's spell)=53% chance of random effect. Gm rolls 59+53=112 and a small bird flies out of Cy's beard. It had to be Cy or Flaude because Julie and Duncan are in melee range of giants, and thus are obviously not within 18'(lvl 6 spell*3 for Essence) of Flaude.
Round 2, 26+9=35% chance of effects. Flaude wins initiative, fires another elemental attack, this time 94+44=138. 35-38=-3% chance of effects. No effect, no roll needed. Cy casts another 5th lvl spell, 50+36=86. 100-86=14, 14+35+0 (note that Flaude's elemental attack left no stigmatus)=49. Gm rolls 66+49=115, and all flying insects within 5' of him turn into brass sequins and fall to the ground.
Round 3, Flaude wins initiative again, gets overconfident and fires a lvl 10 attack with a bonus of +15. 11+15=26. 100-26=74, 74+35+5=114% chance of something strange happening. GM rolls 98+96+93+114=401. Not only did he *badly* miss, but his sloppy control accidentally causes 36d10 live piranhas to rain on an 18'r centering on him. Cy decides instead of attacking this round, he's going to move farther away. If Julie or Duncan happen to notice what's going on, they'll have to make SD rolls to keep from breaking up laughing. Good thing their backs are turned.


It sounds complex, but it isn't. Background aura changes by half the stigmatus of the last spell cast, just keep adding it on. GM rolls against background + however much the casting missed 100 by, so the more skilled you are the less you have to worry. But a spell failure is not just your problem, it's everyone's.
Title: Re: Any Crazy Houserules?
Post by: GrumpyOldFart on December 22, 2008, 08:51:42 PM
Question for the house:

What do you do with someone who wants to play a 13/16 Elf, 3/16 Human?
Title: Re: Any Crazy Houserules?
Post by: Viktyr Gehrig on December 22, 2008, 09:02:22 PM
What do you do with someone who wants to play a 13/16 Elf, 3/16 Human?

Smack them for wasting my time, and then tell them to either play an Elf or a Human-blooded Elf, depending on whether they wanted their Human blood to affect their character, or if it was just part of their background.

One of the nicest things about games like Street Fighter, is if someone asks you if their character can be undead, or an alien, or the last surviving member of a race of elves from another dimension, you can look them in the eyes, shrug, and say "I don't care. You want to put together a custom fighting style for that?"

Had a player the other day ask me if his psychic monkey familiar could be undead. Didn't figure there was any reason not to.
Title: Re: Any Crazy Houserules?
Post by: markc on December 22, 2008, 09:06:36 PM
 Do not you have to have an even number, ie 1/2, 1/4, 1/8, 1/16. If not then IMO you would have only the major racial elements apply for stats etc. There may also be some resentment or social penalty for the child if they are in an elven enviroment if there is any problems between races. ie I remember your great great great great grand ma steped out with  XXXXXX YYYYYY, a Human. If you can believe it.

MDC
Title: Re: Any Crazy Houserules?
Post by: GrumpyOldFart on December 22, 2008, 11:19:57 PM
Do not you have to have an even number, ie 1/2, 1/4, 1/8, 1/16. If not then IMO you would have only the major racial elements apply for stats etc. There may also be some resentment or social penalty for the child if they are in an elven enviroment if there is any problems between races. ie I remember your great great great great grand ma steped out with  XXXXXX YYYYYY, a Human. If you can believe it.

MDC

Exactly. I've had a historical character in my setting who was partly motivated by shame at being 3/32 Wood Elven.
Title: Re: Any Crazy Houserules?
Post by: GrumpyOldFart on December 22, 2008, 11:24:57 PM
Do not you have to have an even number, ie 1/2, 1/4, 1/8, 1/16.

A half elf and an elf have a 3/4 elf child. The child has a child with a Half Elf, resulting in a 5/8 Elf grandchild, who has a child by a human who is 5/16 Elf, etc.

I decided that "High Man" was roughly 1/4 Elf, Half was half, and either Fair or High Elves was 3/4 Elf. And from there rounded to the nearest 1/4.
Title: Re: Any Crazy Houserules?
Post by: markc on December 22, 2008, 11:51:20 PM
 GOF,
 The math is correct but I do not think [unless you are the US Gov for determining specific racial categories someone might all into] that you would get much benefit from saying that they are not 100% elf.
 The reason is that genetic traits can be all or nothing affairs or even depend on genetic areas above and below it on the DNA strand. Not to even take into account how or if magic affects specific genes in the womb.
 You can also get hung up on just how long does the baby stay in the womb if the father and mother are from different fantasy races? If fact IMO there might just be elves, 1/2 elves and humans as all other attempts at offspring fail. I know this is an easy way to get out of having to deal with the issue but that does not mean that it can not exist. 

MDC
Title: Re: Any Crazy Houserules?
Post by: rdanhenry on December 23, 2008, 12:16:15 AM
Going by Tolkien, the character would either be a High Man or a Half-Elf, depending. If both parents were considered human (could be human blood on both sides), then the child is human, regardless of the number of great great grandparents who were Elves. If one or both parents lived as an Elf (or, most likely were undecided Half-elves at the time of birth), then the child is a Half-elf.

If you aren't following Tolkien, just call it an Elf. Although if you aren't doing Tolkien Elves, then I see little reason to allow interbreeding in the first place.
Title: Re: Any Crazy Houserules?
Post by: Arioch on December 23, 2008, 06:52:48 AM
Question for the house:

What do you do with someone who wants to play a 13/16 Elf, 3/16 Human?

Use "Elvish Training" or "Racial Training" talent from RMFRP Character Law (or a Gift from EA11 if you use RMC).
Then make his elven ancestry come out somehow during the campaign (an elven relative or an enemy of his elven family  seeking him, ...).
Title: Re: Any Crazy Houserules?
Post by: GrumpyOldFart on December 23, 2008, 10:17:38 AM
GOF,
 The math is correct but I do not think [unless you are the US Gov for determining specific racial categories someone might all into] that you would get much benefit from saying that they are not 100% elf.

In terms of actual game mechanics, no. But a century and a half ago in the Deep South of the US, a term in common use was "octaroon", meaning someone whose ancestry was 1/8 African. Imagine how culturally important ancestry much be in a given area if such a nitpicking little distinction has its own word.

Quote
The reason is that genetic traits can be all or nothing affairs or even depend on genetic areas above and below it on the DNA strand. Not to even take into account how or if magic affects specific genes in the womb.
 You can also get hung up on just how long does the baby stay in the womb if the father and mother are from different fantasy races? If fact IMO there might just be elves, 1/2 elves and humans as all other attempts at offspring fail. I know this is an easy way to get out of having to deal with the issue but that does not mean that it can not exist.

Were it not for game logic dictating that elves and humans are completely interfertile, I would have avoided the whole issue by saying that half elves are sterile. As it is, High Men are an obvious "drop in" for 1/4 Elves, so all I did was take an elf race I wasn't using and drop it into the emprty slot for 3/4 Elves. That gave me a culture in which someone could logically have major attitude issues because she is 3/32 Elven, but didn't require any actual work or changes to the system from me. I rejected the idea of Tolkien half elves' aging rate being a matter of individual choice the first time I heard it, so the 'immortal or not' question becomes moot in my case.
As for gestation times, I figure if gestation times between 2 species are different enough to be a real factor, the 2 species probably aren't interfertile anyway. To make it easy on myself I decided that elves *begin* their lives aging at the same rate as humans, and slow as they get older. Their aging comes to a virtual stop in a biological condition roughly equivalent to a human 25 year old, which an elf reaches around age 40.
Title: Re: Any Crazy Houserules?
Post by: Justin on December 29, 2008, 11:50:29 AM
GOF,
 The math is correct but I do not think [unless you are the US Gov for determining specific racial categories someone might all into] that you would get much benefit from saying that they are not 100% elf.

In terms of actual game mechanics, no. But a century and a half ago in the Deep South of the US, a term in common use was "octaroon", meaning someone whose ancestry was 1/8 African. Imagine how culturally important ancestry much be in a given area if such a nitpicking little distinction has its own word.

not really important, but my dad's first horse was not allowed to be registered as an Arabian because she was 1/16 something else.
Title: Re: Any Crazy Houserules?
Post by: RandalThor on January 02, 2009, 01:44:55 AM
Question for the house:

What do you do with someone who wants to play a 13/16 Elf, 3/16 Human?

I kick them in the who-hah and tell to try again.  ;D
Title: Re: Any Crazy Houserules?
Post by: DavidKlecker on April 07, 2009, 09:03:44 AM
The Undead Pizza Delivery Man

I'm so using this in my next campaign. On a related note when the GM is busy I often put a Hippo miniature in the campaign then during battle I yell, "I'm hiding behind the hippo!" :)
Title: Re: Any Crazy Houserules?
Post by: yammahoper on April 07, 2009, 03:05:52 PM
I never really thought of this as a "house rule", but it is something I have always done and has saved numerous PC's lives.

I roll all crits against PC's in the open.  I use a red die and a black die (blood before death) so there is never any confusion on what die is the tens and which is the ones.  I roll the red die, and if the player request it, I will strike the red die with the black die.  This has changed a lot of would be 90 something rolls into less harmfiul mid ranged rolls.  The real drama is when a 0 pop ups on the red die.

Title: Re: Any Crazy Houserules?
Post by: Nejira on April 07, 2009, 05:51:22 PM
I roll all crits against PC's in the open.  I use a red die and a black die (blood before death) so there is never any confusion on what die is the tens and which is the ones.  I roll the red die, and if the player request it, I will strike the red die with the black die.  This has changed a lot of would be 90 something rolls into less harmfiul mid ranged rolls.  The real drama is when a 0 pop ups on the red die.

Do you mean that the result on the red die could be changed by request, to the black die?s result? Do you use the Fate Point option?
Title: Re: Any Crazy Houserules?
Post by: windmarkbob on April 07, 2009, 07:08:55 PM
I think what it means it that the player is given an option to, in effect, reroll the tens die for crit rolls.

Bob
Title: Re: Any Crazy Houserules?
Post by: rdanhenry on April 07, 2009, 11:27:58 PM
I think he meant what he said: When he rolls the black die, he rolls it so that it strikes the red die, which will typically impart enough force to roll the red die a bit more and probably come up better than a '9'.
Title: Re: Any Crazy Houserules?
Post by: jolt on April 08, 2009, 11:32:17 AM
I took it to mean that the red die (only) is rolled.  The player can then decided if he wants to keep that as the tens die or the digits die; then the black die is rolled. 

jolt
Title: Re: Any Crazy Houserules?
Post by: yammahoper on April 08, 2009, 12:23:37 PM
I roll the red die.  If the player wishes, I strike the red die when i roll the black die, which will most certainly cause the red die to roll aound and change its facing.  Usually better, but statistics being what they are, sometimes worse.
Title: Re: Any Crazy Houserules?
Post by: Nejira on April 08, 2009, 05:00:22 PM
Ah, I am gonna try that one out. Do you combine this with Fatepoints?
Title: Re: Any Crazy Houserules?
Post by: yammahoper on April 08, 2009, 11:38:23 PM
Yes, i use fate points.  5 at first level then one per level.  On rare occassions they are granted one in game as a reward, and almost always for roleplaying.

My fate point rule is a complete reroll.  The are mostly used to reroll crits or RR's.  On rare occassions, they have been used to reroll a skill check.

Still, without fate points, I have taken many parties to level 20+.  Striking dice is very efficient.  The best part is it retains all the integrity of the game, as the odds to get the same number are the same they were when first rolled.  I would like to see the curve on how effective it really is by some math geek.
Title: Re: Any Crazy Houserules?
Post by: markc on April 09, 2009, 01:11:36 AM
Yammahoper;
 IMO the math would show more results around the 3-7 range that would be normal for a d10 roll.

MDC
Title: Re: Any Crazy Houserules?
Post by: jdale on April 18, 2009, 10:36:25 AM
Still, without fate points, I have taken many parties to level 20+.  Striking dice is very efficient.  The best part is it retains all the integrity of the game, as the odds to get the same number are the same they were when first rolled.  I would like to see the curve on how effective it really is by some math geek.

Depends on whether striking the die is actually equivalent to a reroll, or if it sometimes just bumps the die so it turns by one or two sides (in which case there is a much reduced chance of getting the same result).

Also depends on when you choose to do it. For example, if you always choose to strike the die when a 9 comes up, but no other number, the chance of the first digit being 9 drops from 10% to 1%. The odds of the other leading digits increase accordingly, from 10% to 11%.

The average roll will be (ignoring open-ended and assuming randomness on a strike):

Normal roll: 50.5
Replace 9's: 46
Replace 8's: 42.5
Replace 7's: 40
Replace 6's: 38.5
Replace 5's: 38
Replace only 0's: 51.4
Replace 9's and 0's: 49.6
Replace 8's and 0's: 46.1
Replace 7's and 0's: 43.6

Just replacing 9's, the chance of open-ended up drops from 5% to 1.4%.
Replacing 0 and 9, the chance of open-ended up drops from 5% to 0.5%.

So replacing a 0 brings up the average a bit but does reduce the chance of open-ended up.

In practice, I assume a player will think about what is the threshold for a bad result. If the enemy needs a 90 to hit, then obviously they don't want to reroll an 8. If the enemy needs a 70, it's probably better to reroll 7+. So the system is probably more favorable to them than the numbers alone suggest.


Title: Re: Any Crazy Houserules?
Post by: rdanhenry on April 19, 2009, 12:28:49 AM
Since he said he uses this rule for crits, open-ended is not a concern unless he has some Large PCs.
Title: Re: Any Crazy Houserules?
Post by: yammahoper on April 19, 2009, 03:06:28 PM
Since he said he uses this rule for crits, open-ended is not a concern unless he has some Large PCs.

True.  My players also strike their dice.  A sstrike is hard enough to effectively reroll the die (even knocking them off the table from time to time, at which point you must declare play it as it landed or reroll on the table top.  If it lands on an angle, like between couch cushions, it's an auto table top reroll).  Back in the day, I carried a cigar box with me that all rolls were done in.  When I opened the box, everyone knew it was time for action.
Title: Re: Any Crazy Houserules?
Post by: damilano on June 03, 2009, 11:34:53 AM
Ah, the fine art of knocking the dice!

My group used to use a pair of d20s (0-9 twice), each die a different color.  These roll better and provide more opportunity to obtain a desired 10s place.

One player became EXTREMELY proficient at knocking dice.  He'd roll the tens place die, look up at each of us for drama, and then survey the surrounding surfaces looking for the best knock angle, calculate the necessary force, and knock that puppy.

He was like a gem cutter in his planning and like a billiards pro in his geometry.

Most times he'd improve upon the result.  But sometimes... well, sometimes he'd have been better off to leave well enough alone.  Occasional unexpected fumbles and huge crits did ensue, much to our amusement.

After a while, he learned to to leave a zero tens alone when rolling a crit on himself.

Many times I considered outlawing dice knocking, but it was so much fun for the players that I learned to adapt.

I'm still looking for a pair of d20s like that.

CMC
Title: Re: Any Crazy Houserules?
Post by: shnar on December 10, 2009, 03:15:57 PM
We used to knock dice all the TIME! And I still have a few D20s with only 10 numbers...

-shnar