kopf
3rd Level Troll
Posts: 211
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Post by kopf on Mar 24, 2007 11:50:41 GMT -5
Here's my own 7ed. house rules.
ASTRO Dice, or "All Same, Terrific, Roll Over"= If the dice rolled all have the same result, roll over and add the results.
Leprechauns can be Rogues. These leprechauns are considered to be bastard children left among the mortal and mundane.
To avoid getting overly codified, more Talents are not encouraged by the GM for the PC at every level. If the player has a talent idea that he, or she, just must have, that talent can be added when the next level is obtained.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Mar 24, 2007 11:55:15 GMT -5
There will be more.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Mar 27, 2007 8:15:31 GMT -5
Rogues do not get AP rewards for successful SR's on their usage of the Roguery talent, unless the result applies through a DARO rule result. Encourages the player to try a raw In, Ch, or Lk SR roll every now and then.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Apr 1, 2007 1:03:36 GMT -5
The GM distributes the Spite damage among the party. The guidelines are that he, or she rolls, randomly. The haphazard and somewhat equal distribution of injury makes for better story-telling as well as increases the dynamic of chaotic factors that determine the strategy for the next turn of combat. This rule really works to liven up a game.
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khaydhaik
4th Level Troll
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Posts: 412
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Post by khaydhaik on Apr 3, 2007 2:35:06 GMT -5
I'm with you on your "GM distributes the Spite damage amongst the party" rule, kopf. That's pretty much how I've been doing it, too.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Apr 4, 2007 6:41:50 GMT -5
In our campaign, the elf-wizard wasn't so big on pushing the dwarf warrior into the fray every encounter after stray punches knocked his Cn. to half of what is was, that is with three out of six Spite points rolled his way.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Apr 4, 2007 6:45:53 GMT -5
Armor losses one point of effectiveness after 100 points of damage have been absorbed. Helpsgive the player a chance to worry about "needing new clothes."
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Post by mahrundl on Apr 4, 2007 6:50:07 GMT -5
Does that include magical armour, Kopf? Or is that treated differently (resistant to damage, absorbs more before losing effectiveness, or whatever)?
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khaydhaik
4th Level Troll
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Posts: 412
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Post by khaydhaik on Apr 4, 2007 22:36:07 GMT -5
I like the idea of armor wearing out, but I don't like the book-keeping required to do it your way, kopf. I still haven't figured out a way to do it that I like, though. I'd involve dice rolls somehow, but I wouldn't make it a SR, because of the automatic failure on 3, which would make the armor deteriorate too quickly. So I dunno. So far your way is better than any I can think of!
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Apr 5, 2007 7:24:58 GMT -5
>Does that include magical armour, Kopf? Or is that treated differently (resistant to damage, absorbs more before losing effectiveness, or whatever)?<
I actually had not thought of magical armor, but I generally do not buy into the standard FRPG rule that magical items always stay shiny and new. Still magical armor would require some serious TTYF'ing before getting worn. A Hellbomb Burst would definitely leave some damage the first time around. Thinking of spell damage, I could see natural armor wearing rather quickly under magical attacks.
>I like the idea of armor wearing out, but I don't like the book-keeping required to do it your way...<
I already keep track of how much damage characters absorb/take for my players, for A.P. purposes, so I generally know when to tell a player when to subtract the wear and tear.
>I still haven't figured out a way to do it that I like, though. I'd involve dice rolls somehow, but I wouldn't make it a SR, because of the automatic failure on 3, which would make the armor deteriorate too quickly...<
Ipretty much was working along the same lines, before I just decided to keep track. One method I tried was to rule that whenever the armor took two times its possible damage, then a point was lost. Frankly, the PC's wearing the armor ended up dead both times it occurred, so the rule still stands, but no one has yet picked up a corpse's armor to notice.
Speaking of counting up AP and such, here's my AP rewarding system:
Every successful SR without adding the PC level= plus the dice results A.P. .
Damage taken= 2x points A.P.
Individual Damage dealt to opponent(s)= 3x A.P.
Monsters Defeat= MR worth of A.P. for each character involved.
100 A.P. for players resolving PC conflicts among themselves.
300 A.P. for PC quirks and interesting, including non-BRP (RQ) lists Talent names.
500 A.P. for players "coaching" newer players without telling them how to rules lawyer the game.
750-1000 A.P. for interesting or well-done role-playing.
1,500 A.P. for cracking me up, or dumbfounding me as a GM.
And specific tasks that I assign, such as puzzles or clue finding, throughout each adventure, I try to have an AP. value listed..
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Apr 5, 2007 19:14:40 GMT -5
here's some "special" spells, I have used for the campaigns or special scenarios so far.
Wink-Wing (WW) [Combat] Third-Level Spell (In. And Dx. 15) Wiz Cost:1 Wz. point for leprechauns, 6 Wz. points for all others Range: self Duration: instantaneous Power Up: No Description: Will teleport the caster up to two bow-shots away from where they are in any direction.
Far Sight [Cosmic] Third Level T&T Spell, 15 In. & Dx. required to cast. Wz. Cost: 15 Range: Line of sight. Duration: 10 minutes Power Up?: No. Description: This is a “telescope” spell, but unlike the crude mechanical device, the viewer can see and hear a spot within his line of sight, from any angle he wishes. But like using a telescope, if an area is obscured, like watching through leafs and whatnot, the caster can only see the obstruction with only slight details of what is going on there.
Gillie-Again [Metabolic] Sixth Level T&T Spell, In. & Dx. required to cast. Wz. Cost: 15 Range: Touch Duration: 1 Day Power Up?: Yes. Doubling the spell doubles the duration. Description: The target of this spell has gills for the length of the spell and can breath under-water. If the target moves from salt to fresh water or vis versa the spell must be recast.
Just Say When [Cosmic] In. 105 and Dx. 120 minimum requirements Wz. Cost: 408 Range: Touch Duration: Instantaneous Power Up: Yes. Double additional weight allowed. And double the span of time traveled for each level increase. Description: The caster can transport himself and 900 pounds into the future or the past, 100 years. The spell will only teleport in terms of time not place.
Yeah. I know. Wink-Wing should not be a house rule spell.
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Post by Mhegrrrim Skulltosser on Apr 10, 2007 23:34:47 GMT -5
Armor losses one point of effectiveness after 100 points of damage have been absorbed. Helpsgive the player a chance to worry about "needing new clothes." kopf, I've used a variation with a lot of success. I have some weapons do SPITE damage to armor instead of CON. These weapons are those used specifically for destroying an enemy's armor. ex: Warhammer or Greatsword.
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khaydhaik
4th Level Troll
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Posts: 412
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Post by khaydhaik on Apr 12, 2007 22:46:47 GMT -5
I have some weapons do SPITE damage to armor instead of CON. These weapons are those used specifically for destroying an enemy's armor. ex: Warhammer or Greatsword. I love that idea, Talonfire! It is elegant in its simplicity! You get an exalt from me for that one!
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Apr 13, 2007 6:53:12 GMT -5
>...I have some weapons do SPITE damage to armor instead of CON. These weapons are those used specifically for destroying an enemy's armor. ex: Warhammer or Greatsword...<
The are two reasons that I don't use spite damage against armor. Spite does some wonderful things for combat when it effects the PC's readily. Then labeling this or that weapon Armor Spite as opposed to People Spite strikes me as a bit cumbersome. But maybe just taking the combatants total sixes each round and using them single point armor wear, randomly distributed from one side to the other and visa versa, does have an appeal to try mechanism at least for a session.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Apr 16, 2007 5:20:18 GMT -5
Urook, hobgoblins, and humans are villains sharing their spirits often with the evil dead, these possessed beings are what is called an ork.
This goes back to roots of the word in Anglo-Saxon. The term was first used for corpse, then it began to be used with grave-robbers. I like how the interpretation moves away from the Tolkien-inspired cannon-fodder staple.
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