Author Topic: Any Crazy Houserules?  (Read 12177 times)

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Offline Arioch

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Re: Any Crazy Houserules?
« Reply #20 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
I suppose a magician might, he admitted, but a gentleman never could.

Offline RandalThor

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Re: Any Crazy Houserules?
« Reply #21 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?
Power corrupts, and absolute power corrupts absolutely. Scratch that. Power attracts the corruptible.

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Offline MidKnight

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Re: Any Crazy Houserules?
« Reply #22 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)


Offline yammahoper

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Re: Any Crazy Houserules?
« Reply #23 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
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Offline mathhatt

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Re: Any Crazy Houserules?
« Reply #24 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.
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Offline shnar

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Re: Any Crazy Houserules?
« Reply #25 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

Offline ironmaul

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Re: Any Crazy Houserules?
« Reply #26 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.

Offline mibsweden

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Re: Any Crazy Houserules?
« Reply #27 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.
GM'ing RM since 1984

Offline mibsweden

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Re: Any Crazy Houserules?
« Reply #28 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.
GM'ing RM since 1984

Offline mibsweden

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Re: Any Crazy Houserules?
« Reply #29 on: July 08, 2008, 11:58:18 AM »
Introducing Sniping as a skill.
GM'ing RM since 1984

Offline Justin

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Re: Any Crazy Houserules?
« Reply #30 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?
"Even the most free roaming video game in the world still has to rely on programmed quest resolution triggers.  Only table-top RPGs make any solution possible.  Even ones not originally intended by the GM.  You  will never replace that." --Rivstyx

Offline Fornitus

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Re: Any Crazy Houserules?
« Reply #31 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.
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Offline Globulin

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Re: Any Crazy Houserules?
« Reply #32 on: July 24, 2008, 08:28:15 PM »
In my campaign, we use exhaustion points.

 ;D
"Less dice, more rules"

Offline Arioch

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Re: Any Crazy Houserules?
« Reply #33 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
I suppose a magician might, he admitted, but a gentleman never could.

Offline Cloven-Fruit-Games

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Re: Any Crazy Houserules?
« Reply #34 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...

Offline Viktyr Gehrig

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Re: Any Crazy Houserules?
« Reply #35 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.

Offline Cloven-Fruit-Games

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Re: Any Crazy Houserules?
« Reply #36 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.

Offline Dreven1

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Re: Any Crazy Houserules?
« Reply #37 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!

"All we have to decide is what to do with the time that is given us."

Offline Arioch

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Re: Any Crazy Houserules?
« Reply #38 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.  :)
I suppose a magician might, he admitted, but a gentleman never could.

Offline twh

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Re: Any Crazy Houserules?
« Reply #39 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.