House Rules for the Wretched Regions [OBSOLETE]

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Norjax
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House Rules for the Wretched Regions [OBSOLETE]

#1 Post by Norjax »

A running log of House Rules...
Last edited by Norjax on Wed Jan 02, 2019 2:56 am, edited 1 time in total.

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Re: House Rules for the Wretched Regions

#2 Post by Norjax »

Individual Initiative

Each combat round has 10 segments. Each character and monster/group of monsters rolls 1d10, modified by DEX bonus. Highest acts first, with a tie indicating simultaneous actions.

Ascending Armor Class

I'm converting the Mutant Future Armor Classes from descending to ascending. I find this system easier to use.

The "to hit" roll on d20, plus or minus modifiers, must equal or exceed the Armor Class to score a hit.

AC 9 = [10]
AC 8 = [11]
AC 7 = [12]
AC 6 = [13]
AC 5 = [14]
AC 4 = [15]
AC 3 = [16]
AC 2 = [17]
AC 1 = [18]
AC 0 = [19]
etc.

Firing into Melee

When firing into melee, the ML counts the number of figures in the area of the intended target. Each Medium figure counts as 1. Small as 1/2, Large as 2, Huge as 4 and Gargantuan as 6.

Using these values, a ratio is used to determine who (or what) will be the target of the shot.

This is based on AD&D 2e.


When firing into melee, there is one Primary Target and one or more Supplemental Targets. The attack roll against the Primary receives a cumulative –1 penalty for every Supplemental Target. If the Primary Target is hit, no further action is required. If the Primary Target is missed, an attack roll must be made against each Supplemental Target. These attacks receive a cumulative +1/-1 modifier for every size difference relative to the primary target (smaller minus, larger plus). Only one Supplemental Target may be hit. In the event of multiple hits, consult a tie-breaker roll.

EDIT: An attacker with a firearm may choose to fire at point-blank range and avoid hitting a Supplemental Target. There is no modifier for a point-blank attack, but the attacker is now within melee range for a counter attack.

Attacking with two Weapons

Attacks with the primary weapon suffer a -2 "to hit" penalty and attacks with the secondary weapon suffer a -4 "to hit" penalty.

This is based on AD&D 2e.

Firearm Damage Modifier

When the damage for a firearm's projectile rolls its maximum damage, i.e. 1d10 = 10, 1d12 =12, another damage die is rolled.

EX: A revolver hits for 1d10 dmg. and a "10" is rolled. Another 1d10 is rolled and added to the cumulative damage. Each roll of "10" allows for an additional damage die.

This is based on AD&D 2e.

Ability Checks

When the character wishes to perform a task not defined in the game rules, the ML will assign a Difficulty Number to the task and make an Ability Check against the Difficulty Number.

Easy = 2d6
Normal = 3d6
Hard = 4d6
Very Hard = 5d6

If the roll is equal to or less than the ability score (with bonus modifier added), the character succeeds.

EX: Borish attempts to bend a set of bars blocking a passage. The ML assigns a “Hard” difficulty to this particular set of bars. Borish’s Strength is 16, which has a +2 modifier. Borish’s modified Strength is 18. The Ability Check’s roll is 4d6 and a 15 is rolled. Borish successfully bends the bars.

This is based on ToniXX’s blog post here and the presumed original source, WEG Star Wars d6 RPG.

http://press.unseenservant.us/?p=66


Ability checks are against a ML-determined Difficulty Class:
  • Very easy = 5
    Easy = 10
    Medium = 15
    Hard = 20
    Very hard = 25
    Nearly impossible = 30
The Ability score determines the Base Modifier:
  • Score = Base Modifier

    1 = -5
    2-3 = -4
    4-5 = -3
    6-7 = -4
    8-9 = -1
    10-11 = +0
    12-13 = +1
    14-15 = +2
    16-17 = +3
    18-19 = +4
    20-21 = +5
Roll 1d20, add the Base Modifier and add any other modifier determined by the Mutant Lord.
If the roll is equal to or greater than the Difficulty Class, the Ability Check is successful.

This is based on D&D 5e.

Healers in The Wretched Regions

Mutants with Transference powers can draw the life force from one life form and transfer it into another. The mutant performing the Transference must be careful not to draw excessive amounts from the donor and must pace the rate of transference (unless they don’t care about killing the donor). Every life form has a unique rate and resistance to the shock of transference. The act of Transference wears on both the Mutant and the donor, requiring a period of rest after a Transference session. The donor life form must be allowed to heal properly before being used for another Transference session.

As a rule of thumb, plant life has a “deeper well” of life force, but the transference rate is slow. Animals have a “shallow well” of life force, but the transference is rapid.

Minor Transference heals 2d6+2 hp per application. Major Transference heals 4d6+4 per application. An application may require multiple donors, depending on the life form that is used.

For every six points (or increment of) transferred, the Healer must make a WIL check or be required to rest for 1-hour.

Called Shots

To make a called shot, a player must announce their intention before any initiative dice are rolled. Upon doing so, they suffer a –1 penalty to initiative (representing the time spent carefully aiming).

When the character gets a chance to act, the attack roll suffers a –4 penalty. If the roll succeeds, the called shot accomplishes what the player wanted; if the roll misses, no damage occurs.

Called shots cannot be used to cause extra damage or attempts to blind, cripple or maim. A called shot can cause a target to drop items or react in some other, more subtle, way. It can penetrate weak points in armor. It can also be used in attempts to knock an object out of a hand, shatter a flask or otherwise damage an item. Called shots can be very useful in activating the trigger of a known trap (if this can be done with a weapon) or in impressing the locals in an archery contest.

This is based on AD&D 2e.

Combat Modifiers

Attacker on higher ground +1
Defender invisible –4
Defender off-balance +2
Defender stunned or prone +4
Defender surprised +1
Attack from the rear +2

Based on AD&D 2E.

Missile weapon aiming +1 (must aim for 1 round minimum without disruption. There are no benefits for aiming longer)
Last edited by Norjax on Tue Sep 20, 2016 5:52 pm, edited 8 times in total.

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Re: House Rules for the Wretched Regions

#3 Post by Norjax »

Wretched Regions Skills

During Inferno’s character creation, I decided to add player skills into the game.

For our Wretched Regions setting, skill proficiency adds to the ability roll check increasing the chance of success.

Characters will start with 4 skills having a 1st order proficiency. This will add +2 to an ability roll check involving the proficient skill.

EXCEPTION: Pure Humans may choose 6 skills with a 1st order proficiency or 2 skills with a 1st order and 2 skills with a 2nd order proficiency (4 skills total). A Second order proficiency adds +3 to the ability roll check.

Here is a list of skills culled from various AD&D sources. If you have already selected your skills, you may change any skill that you have not used during the course of play. This is not a comprehensive list; we will add as needed.

Post any questions or discussion of the skills.

MUTANT FUTURE SKILLS LIST

First Order Proficiency = +2 Modifier
Second Order Proficiency = +3 Modifier
Third Order Proficiency = +4 Modifier
Fourth Order Proficiency = +5 Modifier
Fifth Order Proficiency = +6 Modifier

Skill Name: Associated Attribute

Acting: CHA
Administration: INT
Alchemy: INT
Alertness: WIL
Anatomy: INT
Arcanology: INT
Agriculture: INT
Ancient Geography: INT
Ancient History: INT
Animal Handling: WIL
Animal Lore: INT
Animal Noise: WIL
Animal Rending: DEX
Animal Training: WIL
Appraising: INT
Armourer: INT
Artistic Ability: WIL
Assimilation: INT
Astrology: INT
Athletics: DEX
Awareness: WIL


Bartering: INT
Begging: CHA
Blacksmithing: STR
Blind-Fighting: DEX
Boating: WIL
Bookbinding: INT
Bowyer/Fletcher: DEX
Bureaucracy: INT
Brewing: INT


Camouflage: WIL
Carpentry: STR
Cartography: INT
Caving: WIL
Ceremony: WIL
Chanting: CHA
Cheesemaking: INT
City Familiarity: INT
Clockwork Creation: DEX
Close-quarters Fighting:DEX
Clothesmaking: INT
Concocting: INT
Cooking: INT
Craft Instrument: DEX
Crowd Working: CHA


Dancing: DEX
Danger Sense: WIL
Debate: INT
Detect Signing: INT
Diagnostics: WIL
Diplomacy: CHA
Direction Sense: WIL
Distance Sense: WIL
Dowsing: WIL
Dream Interpretation: WIL
Drinking: CON


Endurance: CON
Engineering: INT
Escape: DEX
Etiquette: CHA


Falconry: WIL
Fast-Talking: CHA
Feign/Detect Sleep: INT
Fire-Building: WIL
First-Aid: WIL
Foraging: INT
Forgery: DEX
Fortune Telling: CHA
Fungi Recognition: INT


Geography: INT
Glassblowing: DEX
Grappling: DEX
Grooming: DEX


Haggling: WIL
Harness Subconscious: WIL
Herbalism: INT
Hunting: WIL
Hypnosis: CHA


Information Gathering: INT
Intimidation: CHA


Juggling: DEX
Jumping: STR


Languages, Ancient: INT
Languages, Modern: INT
Law: INT
Light Sleeping: CON
Local History: CHA
Locksmithing: DEX
Looting: DEX


Meditative Focus: WIL
Military Science: INT
Mining: WIL
Mountaineering: WIL
Musical Instrument: DEX
Mutant Knowledge: WIL
Mutant Lore: INT


Navigation: INT
Necrology: WIL
Night Vision: WIL
Numerology: INT


Observation: INT
Omen Interpretation: INT
Omen Reading: WIL
Oratory: CHA


Painting: DEX
Papermaking: INT
Persuasion: CHA
Pest Control: WIL
Philosophy: WIL
Planar Direction Sense: WIL
Planar Sense: WIL
Poetry: INT
Politics: CHA
Pottery: DEX
Prophecy: WIL


Reading Lips: INT
Reading/Writing: INT
Religion: WIL
Research: INT
Rhetoric: CHA
Riding, Airborne: WIL
Riding, Sea-based: DEX
Rope Use: DEX
Rowing: STR
Running: CON


Scribe: DEX
Sculpting: DEX
Seamanship: DEX
Seamstress/Tailor: DEX
Set Snares: DEX
Shamanistic Ritual: WIL
Sign Language: INT
Signalling: INT
Silk Making: DEX
Singing: CHA
Smelting: INT
Soothsaying: INT
Sound Analysis: WIL
Stonemasonry: STR
Storytelling: CHA
Survival: INT
Swimming: STR


Tactics: INT
Tattooing: DEX
Tightrope Walking: DEX
Tinkering: WIL
Time Sense: WIL
Toxicology: INT
Tracking: WIL
Trail Marking: WIL
Trail Signs: INT


Venom Handling: WIL
Ventriloquism: INT
Vetinary Healing: WIL
Voice Mimicry: CHA


Water Walking: DEX
Weapon Improvisation: WIL
Weaponsmithing, Tech.: INT
Weaponsmithing, Crude: WIL
Weather Sense: WIL
Weaving: INT
Whistling/Humming: DEX
Wild Fighting: CON
Winemaking: INT
Last edited by Norjax on Thu Jul 28, 2016 8:04 pm, edited 1 time in total.

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House Rules for the Wretched Regions

#4 Post by Norjax »

Seems like a good time to implement this. A roll of a Natural "20" to-hit will result in double damage.

For balance, a Natural "1" to-hit will be a fumble and loss of next round recovering.

If so, would you prefer doubling the damage roll or rolling another damage die?
Last edited by Norjax on Sun Jun 14, 2015 1:43 pm, edited 2 times in total.

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Re: Double Damage on Natural "20"

#5 Post by GreyWolfVT »

I vote for doubling the dmg roll not rolling a second one.
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Re: Double Damage on Natural "20"

#6 Post by Mister-Kent »

Yeah, doubles--whoohoo! :D
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Re: Double Damage on Natural "20"

#7 Post by Dogma »

Doubling the initial rolled damage is easier to track though I'm fine with either method

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Re: Double Damage on Natural "20"

#8 Post by Broggrim »

I say new die, but i may have a bias because my last dice roll.

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Re: Double Damage on Natural "20"

#9 Post by Norjax »

Alright. We are implementing double damage for natural "20" along with the natural "1" fumble.

Double damage is determined by a second damage die roll.

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Re: Double Damage on Natural "20"

#10 Post by Broggrim »

[8] Bart fires his crossbow at pigmonn #8 (AC 13), scoring a solid hit for a mere 3 points of damage.
Bart = [1d6] = 1, Oor-zak = [1d8+2] = 6+2 = 8 dbl. dmg.
Light Crossbow w/echo&short range: [1d20+3] = 20+3 = 23 Damage: [1d6] = 2

Funny :roll:

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Re: House Rules for the Wretched Regions

#11 Post by Norjax »

I updated the ascending Armor Class section for those unfamiliar with this system.

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Re: House Rules for the Wretched Regions

#12 Post by Norjax »

Healing and First Aid in the Wretched Regions

I’m changing and adding some new house rules:

Normal Healing = 1d3 + CON modifier per day
Healing after successful First Aid = 2d3 + CON modifier per day

First Aid skill check:

If the patient’s hit points are 50% or above their maximum, the Difficulty Check is 10 (Medium)

If the patient’s hit points are below 50%, the Difficulty Check is 15 (Hard)

Each person with the First Aid skill may try one attempt. Multiple people may attempt First Aid until one check is successful or all have failed. Once a check succeeds, no new First Aid checks may be performed until after the patient reaches their maximum hit points.

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