Author Topic: Tim's Current House Rules & Preferences  (Read 3185 times)

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Offline SamwiseSeven

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Tim's Current House Rules & Preferences
« on: March 28, 2009, 06:23:19 PM »
I will probably change this over time, but here goes.


I prefer using HARP D20-Fied which is a free download in the Web Extras page.  The people I normally game with seem to like it better.     http://www.harphq.com/webextras.htm

I prefer using the Hack & Slash PDF for combat.  I used to like the optional random 2nd critical damage rule, but I am now using the standard H&S as written.  I modified the system for use with a D20 which is pretty darn easy.   ;)  [Dead Link Removed by Admin]
I prefer using a standard 550 point buy for character stat generation.

I prefer not to allow my players to use Training Packages, and just stick to buying skills like normal.

  • I like using an initiative system that uses a standard deck of cards, that isn't modified at all by any stats or bonuses.  Every round a new card is passed out to the players and one or more for the NPCs in the battle.  HARP talents that modify or use the standard initiative system are removed or swapped for other talents.  Those races that are given a racial ability that modifies initiative need to be replaced by other talents or abilities.
  • When it comes to DPs (Developement Points) I am using a house rule that was nick named "Flat 40." At each level you will gain 40 +1/level DPs to spend on your character. At level one you will get 82 DPs to spend. So at level 2 you get 42 DPs, level 3 43 DPs, etc.  DPs in my games are not based on stats.
  • I like all open ended dice rolls to be able to break the damage caps for weapons.
  • With Stuns I use a cascading RR (much like the poison RR). So, if on your Stamina RR you roll:
    100, you remove 1 rd of stun, and for every 10 above 100 you remove another 1 round of stun.
  • I reduced the amount of weapon skills down to the 6 weapons categories: 1H Edged, 1H Concussion, Thrown, Missile, Pole Arms, and Two Handed.  All weapons in each category use the same bonus.
« Last Edit: January 20, 2012, 08:47:40 AM by Thom @ ICE, Reason: [Dead Link Removed by Admin] »
https://www.youtube.com/samwise7rpg

Offline kreider204

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Re: Tim's Current House Rules & Preferences
« Reply #1 on: March 28, 2009, 11:01:54 PM »
Cool.

Should each of us start a thread in which we describe our house rules?  Would that be of general interest?

Offline SamwiseSeven

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Re: Tim's Current House Rules & Preferences
« Reply #2 on: March 29, 2009, 06:40:54 AM »
I think it would be cool for everyone to have their own little house rule thread.  :)  Something to help keep them organized in your head as well.  "What are all my house rules anyway...?"

Here's another one I forgot.

  • Those skills with zero ranks, do not get the -25 penalty.  Instead the bonus for zero ranks is +0.  This will make it easier for skills without ranks to be added up in people's heads, rather than be listed on the character sheet.  With using the D20-Fied rules that uses lower numbers, and the removal of this -25 penalty, it should speed the game up a little.  It is rather easy to have someone add the two stat bonuses associated with a skill with zero ranks to a D20 dice roll.
« Last Edit: March 29, 2009, 06:47:28 AM by SamwiseSeven »
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Offline SamwiseSeven

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Re: Tim's Current House Rules & Preferences
« Reply #3 on: March 30, 2009, 12:10:38 PM »
I liked these suggestions from Krieder, and will adopt them for my own games.

  • Reduced load times for missile weapons: Bows and slings can be fired every other round (i.e., they take 1 round to reload) and Crossbows can be fired every third round (i.e., they take 2 rounds to reload).
  • Speed Loader Talent: I?ve reduced load times, so with this talent, bows and slings can be fired every round and crossbows can be fired every other round.  The talent still costs 10 DP, and still must be purchased for each missile type (bows, slings, crossbows).
https://www.youtube.com/samwise7rpg

Offline kreider204

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Re: Tim's Current House Rules & Preferences
« Reply #4 on: March 30, 2009, 01:59:03 PM »
Aren't I just full of good ideas!   ;D

I know it's not realistic given the 2 second round, but I don't care too much about realism or the exact length of rounds.  I just want the game to be fun, so I think of a round as an unspecified period of time in which most characters can perform one "basic" (whatever that means) action.  Swinging a sword counts, as does shooting a bow or sling.  One round for bow or sling reloading seems fine to me (I don't want the players to get bored . . . ), and 2 for crossbows seems fair (they are slow and powerful, so that's the tradeoff).