03-07-2011, 08:41 AM | #41 | |
Join Date: May 2008
Location: Birthplace of the Worst Pizza on the Planet
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Re: My House Rules. Please Comment
My quick 'no math, hiss spit' answer to guns? Let the dice explode on a CD 6.
(For those unfamiliar, an exploding die is that when you make a specific roll, in this case a 6, you roll that die again and add it to the prior result.) If you want to put an upper limit on the die, say it's limited to explode only as many times as they have (Whatever you want) Forces of the character. (Personally I would use Corp forces, even though it's Precision you use for shooting) Quote:
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03-07-2011, 10:16 AM | #42 |
Join Date: Oct 2009
Location: Boston, MA
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Re: My House Rules. Please Comment
Ah, thanks for the link reminder. I think the routine action for point-blank shots is brilliant, but is there a reason it's only limited to humans? This seems like a huge bonus to give to human PCs over celestial PCs (if you happen to have any humans in the group), and if gun damage is lacking overall, why not implement such a bonus across the board?
As for "exploding" the CD: I rather like that idea, but for some reason, a couple of my players really hate it. Traumatic memories of West End's Star Wars game, maybe? |
03-07-2011, 10:23 AM | #43 | |
Join Date: Oct 2009
Location: Boston, MA
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Re: My House Rules. Please Comment
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Also: I agree that it's problematic to group so many skills under Intelligence for Knowledge, but I think it's reasonable to house rule that some Knowledges may be "higher of Intelligence or [other pertinent skill]," as we already have with skills like Lying. And also: My players have asked me what Intimidation should be under. Giving it its own skill seems reasonable. I told them to go with Lying if they're bluffing about threatening someone, and Emote if they're being honest. |
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03-07-2011, 05:08 PM | #44 |
In Nomine Line Editor
Join Date: Aug 2004
Location: Frozen Wastelands of NH
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Re: My House Rules. Please Comment
For skills, in number and as regards proliferation of Knowledge (Mumble)... One may want to examine some of the IN->GURPS conversion stuff in GURPS IN. Mostly because one can then consider back-converting GURPS to IN, and that may give ideas for things to convert a given skill to besides Knowledge (Thingumie). E.g., Riding (Horse) is probably going to be Agi, not Knowledge (Horseback riding). O;>
Though it may be that there are, indeed, an awful lot of things that Knowledge is good for, and a smart celestial should be, er, smart, if they want to know a lot of stuff. >_>
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--Beth Shamelessly adding Superiors: Lilith, GURPS Sparrials, and her fiction page to her .sig (the latter is not precisely gaming related) |
03-07-2011, 11:43 PM | #45 |
Join Date: Apr 2010
Location: South of the Town across from the City by the Bay
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Re: My House Rules. Please Comment
GURPS IN... Gotta look into that. Point conversion guides are useful things.
Anyway, simplest answer for why break up Fighting and Dodge versus the multiple utility of other Skills: because it is a no-brainer investment during character creation. Unless you are running a wholly non-violent game (hi Andre, hi Novalis!), you are going to have conflict; and the fastest, most direct way to resolve conflict has traditionally been overt displays of power -- a.k.a. violence. So it just cheapens the design build of characters because two of the first things you do is: dump points into Fight and Dodge. Why not, they work on all three levels of reality, there is no design penalty. From sheer gaming viewpoint, whereas other skills are context dependent, you can *always* have utility with points in those combat skills (may not be the best choice, perhaps even suicidal, but the choice of combat is always there). Now through this design a character that specializes in raw corporeal combat no longer can chew through the game with Numinous Corpus and Fighting/Dodge at all realms of the game. They gotta pick one. Sure I'll let NC help in the three realms, but I'm not going to compound a potentially disruptive (Note the Flaming Feather in Liber Canticorum) Song get a boost from needless synergism. edit: Also, I encourage more non-combat utility of skills. If expanding Dodge (or Fighting, by let's say impressing a girl with a Karate kata) into non-combat uses makes stories more cinematic, I'm all for it. By diversifying the functions of combat-focused resources into non-combat uses, I expand the overall utility of the character build. Ideally this should open the PC from the dreadful mental loop that, "If I am built as a great hammer, all problems are - or should be - nails." I want to discourage power creep by expanding more paths of conflict resolution so players can pursue their ambitions. Hmm, I hope that was clear and not too heavy on the jargon. PS: I'd make Intimidation, also known as Domination, its own skill myself. Just easier to do. Dominate/Intimidate would be the abuse of a target's fears to extract temporary behavior -- at the cost of lowered Reaction in the future. Lying is convincing another of an artificial "truth" that can have long term ramifications on target's behavior. Fast-Talk merely relaxes another into overlooking truths -- which is why Seraphim can use it, at times -- and usually does not have long term ramifications in the target's immediate behavior. Emote is the broadcasting, or masking, of one's emotional state, which can evoke audience sympathy, which can affect behavior. Seduction is the focused improvement of Reaction Roll on a target by exploiting their will. Last edited by Azel; 03-08-2011 at 12:04 AM. Reason: sorry, a sentence could've come off insulting. |
03-08-2011, 05:52 AM | #46 |
Join Date: Oct 2009
Location: Boston, MA
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Re: My House Rules. Please Comment
Okay, I buy that. Thanks for explaining. Now I'm kind of wishing I could add a bunch of house-ruled skills, but I don't want to confuse my players. Maybe I'll do a bunch of changes all at once so they don't feel like we're constantly in flux. (Even just changing the character sheet design to simplify it and fix some of the automatic calculation errors has been met with some cries of confusion.)
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03-08-2011, 06:05 AM | #47 |
Join Date: Apr 2010
Location: South of the Town across from the City by the Bay
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Re: My House Rules. Please Comment
Oh goodness, don't introduce it all at once mid-campaign! I'd do a side story one-shot, if i were you. Test it out to see if your players like it, or can handle it. I know I speak like players are my own personal guinea pigs at times, but table confusion from perceived inconsistency can frustrate players terribly. And frustration makes sad pandas. :(
In fact, I'd use previously generated characters made by you, so you can experiment with what you want immediately. Then write a quick sitcom run, lasting like only an hour or two. Finally hand out character motivations and let the players run with it. They'll find all the complications, I can assure you. PCs are so devious like that! By the way, I do dig dice explosion. Swingy, but quite cinematic. However, I do have a concern that dice explosion is usually in dice pool systems, whereas IN pretty much has one CD die to roll. The principle is sound, but due to less dice rolled, explosions would be fewer and farther between than dice pool systems. Thus I fear I won't have that through-put of damage I desire. Although, you could roll TN separately and then roll all 3 dice as exploding CD dice for the burst... That could be a fun combination of both house rules! Last edited by Azel; 03-08-2011 at 06:10 AM. |
03-08-2011, 01:50 PM | #48 | |
In Nomine Line Editor
Join Date: Aug 2004
Location: Frozen Wastelands of NH
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Re: My House Rules. Please Comment
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O:> Also a link to the book's page, which has some links to free stuff that might be of interest, or might not. O:>
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--Beth Shamelessly adding Superiors: Lilith, GURPS Sparrials, and her fiction page to her .sig (the latter is not precisely gaming related) |
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03-08-2011, 02:09 PM | #49 | ||
Join Date: Oct 2009
Location: Boston, MA
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Re: My House Rules. Please Comment
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03-08-2011, 03:16 PM | #50 | |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: My House Rules. Please Comment
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I can see three possibilities: A) Only the "normal" d666 determines an Intervention. Exploding dice are just an extra. (Odds remain the same, but some dice explosions will occur during Infernal Interventions ... possibly leading to more literal explosions.) B) The two TN dice and any of the CD dice, whether it's the original or one of the exploding dice, can cause an Intervention. (Raises the odds of an Intervention, but also means that explosions can happen during either a Divine or Infernal Intervention ... you may get a TN roll of 1-1, a CD of 6 and a 1 on one of the exploding dice, for example.) C) Any three dice rolled in the sequence can add up to an Intervention. This can really up the odds of Heaven or Hell taking an interest in what you're doing!
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“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" |
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