My House Rules
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My House Rules
Thought I'd take the time to post a couple of my house rules/proposed house rules from the PBEM game I run.
Combat:
Combat is resolved rolling 2D10 + Weapon Class (WC) of Attacker + Defence Class (DC) of Defender. Then subtract 17 from that total. If the total is 1 or more, the attack hit.
Every point is treated as a point of accuracy/damage. Match that point for point up to the maximum damage of the attack being used. For instance, a punch in the existing rules does 2D6htc/1d66htk. In my house rules you can add up to 12 points from a punch to Htc damage. If you wish to do HTK damage you need to score 7 points of accuracy to do any damage, and can then add up 6 points.
Example:
Kestrel attacks a thug. He has WC3, the thug is DC10. Roll is 7. The total of 20, less 17, means 3 accuracy. Kestrel does 3 damage (from accuracy) plus 3 htc (from punch) plus 5 (strength bonus to damage) for a total of 11htc. The thug has 20htc, so is dropped to 9.
The thug takes a swing at Kestrel who has DC6. He's WC0, and the roll is 13. The total of 19, less 17, means 2 accuracy (hit) plus 2 htc (from punch) for a total of 4htc damage.
Chances are that Kestrel will finish him off on his next attack.
I do this with the one roll to determine hit/damage. Energy attacks (normally 15 points over 5 rounds) multiply accuracy to determine damage.
Let's say Sunburst hits a Nazi Zombie for 8 points of accuracy, and is using 5 points of energy blast (leaving her with 10 for the remaining 5 rounds). 8x5=40 damage, split 50/50 between htc and htk, or at a cost of 1DD, all applied to Htk or all to Htc.
I'm playing about with the idea of making everyone DC12 (10 for super types) and for each grade of:
Agility
Speed
Gymnastics
Reactions
Any other agility/damage avoidance power
I'd reduce DC. Agility would reduce DC by 2 per grade (and increase dodge modifier as usual). Speed would reduce DC by 3 per grade, Gymnastics by 1 per grade, Reactions would reduce DC by 4 per grade at the cost of a future frame, that sort of thing. At negative DC the character would be very hard to hit and the hit roll would be reduced by the negative number.
Example  Lionheart has Speed grade 3, Agility grade 2 and reactions. His Speed grade 3 drops DC to 1, Agility drops it by 4 points to 3, and if he used reactions it'd drop to 7. That means a foe would attack by rolling 2D10 + WC then subtracting 7 from the rolled total. They can still hit, but chances are they would need a double.
Powers such as tough skin and armour would increase effectiveness.
Grade 1 (of either) would divide damage by 2
Grade 2 would divide damage by 4, and ignore damage (after dividers) of 3 points or less.
Grade 3 would divide damage by 6, and ignore damage (after dividers) of 5 points or less
Grade 4 would divide damage by 8, and ignore damage (after dividers) of 7 points or less.
And so on.
There would be a lot more powers (like claws) that can reduce damage dividers, and high grades of strength would be able to do that too.
Combat:
Combat is resolved rolling 2D10 + Weapon Class (WC) of Attacker + Defence Class (DC) of Defender. Then subtract 17 from that total. If the total is 1 or more, the attack hit.
Every point is treated as a point of accuracy/damage. Match that point for point up to the maximum damage of the attack being used. For instance, a punch in the existing rules does 2D6htc/1d66htk. In my house rules you can add up to 12 points from a punch to Htc damage. If you wish to do HTK damage you need to score 7 points of accuracy to do any damage, and can then add up 6 points.
Example:
Kestrel attacks a thug. He has WC3, the thug is DC10. Roll is 7. The total of 20, less 17, means 3 accuracy. Kestrel does 3 damage (from accuracy) plus 3 htc (from punch) plus 5 (strength bonus to damage) for a total of 11htc. The thug has 20htc, so is dropped to 9.
The thug takes a swing at Kestrel who has DC6. He's WC0, and the roll is 13. The total of 19, less 17, means 2 accuracy (hit) plus 2 htc (from punch) for a total of 4htc damage.
Chances are that Kestrel will finish him off on his next attack.
I do this with the one roll to determine hit/damage. Energy attacks (normally 15 points over 5 rounds) multiply accuracy to determine damage.
Let's say Sunburst hits a Nazi Zombie for 8 points of accuracy, and is using 5 points of energy blast (leaving her with 10 for the remaining 5 rounds). 8x5=40 damage, split 50/50 between htc and htk, or at a cost of 1DD, all applied to Htk or all to Htc.
I'm playing about with the idea of making everyone DC12 (10 for super types) and for each grade of:
Agility
Speed
Gymnastics
Reactions
Any other agility/damage avoidance power
I'd reduce DC. Agility would reduce DC by 2 per grade (and increase dodge modifier as usual). Speed would reduce DC by 3 per grade, Gymnastics by 1 per grade, Reactions would reduce DC by 4 per grade at the cost of a future frame, that sort of thing. At negative DC the character would be very hard to hit and the hit roll would be reduced by the negative number.
Example  Lionheart has Speed grade 3, Agility grade 2 and reactions. His Speed grade 3 drops DC to 1, Agility drops it by 4 points to 3, and if he used reactions it'd drop to 7. That means a foe would attack by rolling 2D10 + WC then subtracting 7 from the rolled total. They can still hit, but chances are they would need a double.
Powers such as tough skin and armour would increase effectiveness.
Grade 1 (of either) would divide damage by 2
Grade 2 would divide damage by 4, and ignore damage (after dividers) of 3 points or less.
Grade 3 would divide damage by 6, and ignore damage (after dividers) of 5 points or less
Grade 4 would divide damage by 8, and ignore damage (after dividers) of 7 points or less.
And so on.
There would be a lot more powers (like claws) that can reduce damage dividers, and high grades of strength would be able to do that too.
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