Difference between revisions of "Trithne/Houserules"
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− | == | + | All houserules in effect in my game are here. |
− | + | == Experience == | |
+ | Changing Experience over for BonusPointExperience. Thank you DeathBySurfeit! | ||
− | + | == Charms == | |
+ | All charm changes listed on pages 206-209 of the Player's Guide. | ||
− | + | I'm willing to allow a fair few charms from around the wiki. Some I've already passed, But in the interests of room, I can't post them all here. External page with expanded Charmtrees coming soon! | |
− | + | == Combat == | |
+ | Power Combat changes in effect:<br> | ||
+ | *Attacks that are reduced to 0 damage by soak do Essence-ping.<br> | ||
+ | *Add Essence in dice to Dodge rolls. No bonus given if there is no roll to begin with.<br> | ||
+ | *Piercing-type weapons, which halve non-Natural Soak.<br> | ||
− | + | ---- | |
− | + | Knockback changed again. Because I'm too lazy to do real maths in the middle of a game, we go with this: | |
− | + | Once hit, make a Stamina+Resistance check at a difficulty equal to (The amount of <b>Post-soak</b> damage done in excess of your Stamina+Resistance). For every point you fail this check by, you are knocked back 1 yard. | |
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− | + | <i>Reasoning: Soak provides a degree of stability against blows. If this current system doesn't see enough people getting thrown through houses,I'll revert to raw damage.</i> | |
− | + | ---- | |
+ | Initiative system separates your general speed and your weapon's speed now. | ||
− | + | Work out Base Initiative as 1D10+Dexterity+Wits. This is hereafter referred to as "Base Init".<br> | |
+ | Melee Initiative is your current Base Init+Weapon Speed. Hereafter referred to as "Melee Init".<br> | ||
− | + | Once all players have rolled Base Init, working from the lowest value up, players decree how many splits they plan to make. They do not have to allocate actions to these. Once all players have allocated splits, the players with the highest Base Init goes first, and may act as normal. If at any time, a player wants to make a defensive action before their Base Init, they can, but it will use their highest split level, with penalty worked out as normal. | |
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− | + | If a player engages in melee combat, compare Melee Init. Whichever player has a higher Melee Init will act first, regardless of Base Init. | |
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− | + | == Training == | |
+ | Using the [[DeathBySurfeit/PowerTrainingTimes|PowerTrainingTimes]] system, also by DeathBySurfeit. The rules are his bitch ^_^ | ||
− | == | + | == Comments == |
− | + | Mucho kudos to [[Darloth]] and DeathBySurfeit for their various rules. Sorry for missing you first time around! -- [[Trithne]] | |
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Revision as of 21:08, 22 December 2005
All houserules in effect in my game are here.
Contents
Experience
Changing Experience over for BonusPointExperience. Thank you DeathBySurfeit!
Charms
All charm changes listed on pages 206-209 of the Player's Guide.
I'm willing to allow a fair few charms from around the wiki. Some I've already passed, But in the interests of room, I can't post them all here. External page with expanded Charmtrees coming soon!
Combat
Power Combat changes in effect:
- Attacks that are reduced to 0 damage by soak do Essence-ping.
- Add Essence in dice to Dodge rolls. No bonus given if there is no roll to begin with.
- Piercing-type weapons, which halve non-Natural Soak.
Knockback changed again. Because I'm too lazy to do real maths in the middle of a game, we go with this:
Once hit, make a Stamina+Resistance check at a difficulty equal to (The amount of Post-soak damage done in excess of your Stamina+Resistance). For every point you fail this check by, you are knocked back 1 yard.
Reasoning: Soak provides a degree of stability against blows. If this current system doesn't see enough people getting thrown through houses,I'll revert to raw damage.
Initiative system separates your general speed and your weapon's speed now.
Work out Base Initiative as 1D10+Dexterity+Wits. This is hereafter referred to as "Base Init".
Melee Initiative is your current Base Init+Weapon Speed. Hereafter referred to as "Melee Init".
Once all players have rolled Base Init, working from the lowest value up, players decree how many splits they plan to make. They do not have to allocate actions to these. Once all players have allocated splits, the players with the highest Base Init goes first, and may act as normal. If at any time, a player wants to make a defensive action before their Base Init, they can, but it will use their highest split level, with penalty worked out as normal.
If a player engages in melee combat, compare Melee Init. Whichever player has a higher Melee Init will act first, regardless of Base Init.
Training
Using the PowerTrainingTimes system, also by DeathBySurfeit. The rules are his bitch ^_^
Comments
Mucho kudos to Darloth and DeathBySurfeit for their various rules. Sorry for missing you first time around! -- Trithne