House Rules
Re: House Rules
Individual Initiative
Each combat round has 10 segments. Each character and monster rolls 1d10, modified by DEX bonus. Highest acts first, with a tie indicating simultaneous actions.
Each combat round has 10 segments. Each character and monster rolls 1d10, modified by DEX bonus. Highest acts first, with a tie indicating simultaneous actions.
Re: House Rules
Ascending Armor Class
I'm converting the Mutant Future Armor Classes from descending to ascending. I find this system easier to use.
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.
I'm converting the Mutant Future Armor Classes from descending to ascending. I find this system easier to use.
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.
Re: House Rules
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, 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.
Re: House Rules
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.
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.
Re: House Rules
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.
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.
Re: House Rules
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
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
Re: House Rules
A quick question and suggestion:
Question: Do those with High DEX have less of a penalty for using two weapons? (a la AD&D 1E and possibly 2E...can't remember about 2E) In other words; in AD&D 1E for example; a character with a DEX of 18 (and a +3 reaction/missile fire bonus) would only have a penalty of 0/-1 for the two weapon fighting while someone with a DEX of 12 (no modifier) would have the standard -2/-4 and a character with a DEX 16 (+1 modifier) would have a -1/-3 penalty?
This makes no difference to Frank; but to some of the other characters with high DEX it might.
Suggestion:
For the skill checks; I'd recommend that a Minimum roll always succeed and a Maximum roll always fail in addition to the rules you list above. In other words; if the check is a Very Hard (5d6) check and the character has a 4 in an attribute but somehow manages to roll 5 ones on 5 dice; then the check still succeeds; and likewise; someone who has an Attribute of 13 making an easy check on 2 dice (max of 12); would still fail on Boxcars (roll of 2 sixes) instead of ALWAYS passing an Easy check.
This is a house rule I use in AD&D games (pretty much to the letter you list above); with the only change being what I just mentioned; i.e. a Minimum roll always succeeds and a Maximum roll always fails.
Just my two cents; whatever you choose is of course good with me!
Question: Do those with High DEX have less of a penalty for using two weapons? (a la AD&D 1E and possibly 2E...can't remember about 2E) In other words; in AD&D 1E for example; a character with a DEX of 18 (and a +3 reaction/missile fire bonus) would only have a penalty of 0/-1 for the two weapon fighting while someone with a DEX of 12 (no modifier) would have the standard -2/-4 and a character with a DEX 16 (+1 modifier) would have a -1/-3 penalty?
This makes no difference to Frank; but to some of the other characters with high DEX it might.
Suggestion:
For the skill checks; I'd recommend that a Minimum roll always succeed and a Maximum roll always fail in addition to the rules you list above. In other words; if the check is a Very Hard (5d6) check and the character has a 4 in an attribute but somehow manages to roll 5 ones on 5 dice; then the check still succeeds; and likewise; someone who has an Attribute of 13 making an easy check on 2 dice (max of 12); would still fail on Boxcars (roll of 2 sixes) instead of ALWAYS passing an Easy check.
This is a house rule I use in AD&D games (pretty much to the letter you list above); with the only change being what I just mentioned; i.e. a Minimum roll always succeeds and a Maximum roll always fails.
Just my two cents; whatever you choose is of course good with me!
Re: House Rules
Yes. The Initial -2/-4 is modified by DEX bonus. When Luke attacked with two weapons, his penalty was 0/-2 because he has a +2 DEX bonus.Question: Do those with High DEX have less of a penalty for using two weapons? (a la AD&D 1E and possibly 2E...can't remember about 2E) In other words; in AD&D 1E for example; a character with a DEX of 18 (and a +3 reaction/missile fire bonus) would only have a penalty of 0/-1 for the two weapon fighting while someone with a DEX of 12 (no modifier) would have the standard -2/-4 and a character with a DEX 16 (+1 modifier) would have a -1/-3 penalty?
This makes no difference to Frank; but to some of the other characters with high DEX it might.
Re: House Rules
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.
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.
Re: House Rules
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.
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.
Re: House Rules
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.
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.