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Old 05-23-2009, 07:35 PM   #1
Ragitsu
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Default Cinematic House-Rules - Post them if you got 'em!

I'm interested to see what other GMs use in their "larger than life" games.
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Old 05-24-2009, 01:09 AM   #2
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Default Re: Cinematic House-Rules - Post them if you got 'em!

Hmh, I don't have actual houserules. Only variations of the official optional cinematic rules.
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Old 05-24-2009, 01:14 AM   #3
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Default Re: Cinematic House-Rules - Post them if you got 'em!

I wouldn't mind reading over your variations :-).
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Old 05-24-2009, 02:47 AM   #4
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Default Re: Cinematic House-Rules - Post them if you got 'em!

First is to ditch the healing spells per day restriction. A cinematic GURPS game almost invariably means five or six serious injuries in a group per day, and certain types (those who melee) are more likely to take those inuries. Under the official rules, they often won't be fully healed by the next morning and spells used at dawn count against them in today's encounters.

You can pull a second defense maneuver vs an attack for a cost of 2 FP.

This is any defense the character can make, including the one just tried for 3 FP. Basic, kind of realistic version: You not only parried (failed) but brought your shield up behind the sword. The attack got past the blade but bounced against the shield.

Armor covers head to toes, including the eyes. A character has body areas more vulnerable to damage, but not vulnerable to be easier to strike.
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Old 05-24-2009, 02:57 AM   #5
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Default Re: Cinematic House-Rules - Post them if you got 'em!

How about rules for bouncing bullets along surfaces to hit targets?
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Old 05-24-2009, 04:32 AM   #6
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Default Re: Cinematic House-Rules - Post them if you got 'em!

Quote:
Originally Posted by Ragitsu View Post
How about rules for bouncing bullets along surfaces to hit targets?
Not necessarily cinematic. Taking a trip back into the mists of time, there's discussion about this in GURPS Cops, including how it's a technique actually taught to police officers. The rules from that seem like they could probably work with little updating.
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Old 05-24-2009, 06:22 AM   #7
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Default Re: Cinematic House-Rules - Post them if you got 'em!

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Originally Posted by Ragitsu View Post
I wouldn't mind reading over your variations :-).
They are actually pretty limited after a second look. Several of the stuff we used to houserule has now come as official optional rules in HT, DF or MA.

1)
Anyway one is the Minion-rules. I use 4 types of NPC's
Minions: That "die" if taking any penetrating damage, but are allowed to defend as normal.
Normals/Grunts: That automaticly fail all HT checks, and so go down on any major wound or if reduced to 0 HP.
Elites: Who follow the normal rules.
Bosses: As above but also use Extra Effort in combat.


2)
I allow a single block with a Large Shield to block a Duel weapon attack, just as a Two-handed weapon can.


3)
I allow players to increase their skills with CP at any time, even in combat, even after the dice has been rolled (yes this can change a roll to sucesss).



Possibly others, will check in again later.
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Old 05-24-2009, 06:37 AM   #8
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Default Re: Cinematic House-Rules - Post them if you got 'em!

My personal minion rules:

Minions still get Active Defenses, but will usually All-Out Attack if they're going to attack at all (they don't have great Skills, so they need all the bonuses they can score).
Likewise, they will usually Telegraphic Attack, to let the PCs frequently defend.
They automatically fail all HT rolls for things like Knockdown, DX rolls for things like falling over from Knockback, etc. Once they've taken any kind of effect (injury or otherwise) that would put a named character out of the fight for a turn, they're out for the rest of the fight.

This means they seldom need to get even seriously hurt before they're functionally non-useful, but how they were taken out can be very important. If you shot that guy, he's probably dead, if you punched him in the face, he's probably knocked out or just reeling on the floor.
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Old 05-24-2009, 07:03 AM   #9
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Default Re: Cinematic House-Rules - Post them if you got 'em!

I have mostly variants of the existing rules in use:

1) Stormtrooper markmanship academy

This combat style is commonly used by the sith troops.

Disadvantages:
Can never take aim maneuvers on first shots.
Can never take cover while employing this style. If taking cover loose the advantages.

Advantages:
When firing on spearcarriers (nonimportant NPCs) they allways get full weapon accuracy without aiming.
Get +2 to counter penalties for enemy cover, concealment or bad light.
They never fail a morale or fear roll and get +3 to save vs any effect that would force them to move,retreat or fall down.


2) Melee combat etiquette

Normally people fight melee one on one. If several people attack the same person in melee, all attackers get -2 to their attacks and -1 to active defences for each attacker over 1. Each +1SM of target allows one more attacker without a penalty.

Note that The Jedi(due to their code) and Sith(prestige reasons) never break this code, except when in an boss fight and all minions have been dispached.

3)Fated

All PCs and important NPCs can at cost of 1 character point reroll a single failed death roll three times and take the best result. This is usable only once/minor part. This ability is not usable in combat against important Enemies.

4)Robot combat rules

All robots have robot combat rules in effect.

Droids never:

* Use cover
* Flee or flank umless ordered by humans
* Use melee weapons other than own limbs.
* Take more than half move unless the enemy is fleeing.
* Dodge or parry

Basically they will just stand there and blast or move closer(usually using all out attack to do so)

Droids get a -5 for noncombat drones and -15 for combat drones to compensate against other characters.
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Old 05-24-2009, 01:00 PM   #10
Ragitsu
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Default Re: Cinematic House-Rules - Post them if you got 'em!

Ooooh, always using All-Out Attack sounds like a good one.
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