07-27-2020, 11:04 PM | #11 |
Join Date: Feb 2016
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Re: Rules you ignore/alter.
Other than making Regrowth a +20%/+40% modifier for Regeneration, I tend to keep the rules from the hardback books.
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07-28-2020, 01:00 AM | #12 | |
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(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Rules you ignore/alter.
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07-28-2020, 02:30 AM | #13 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Rules you ignore/alter.
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07-28-2020, 08:20 AM | #14 | |
Join Date: Feb 2020
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Re: Rules you ignore/alter.
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Wealth gained through other means, including the Create or Snatcher advantages, has to be roleplayed and there are no guarantees. If you conjure up a load of gold then you have to find some way to sell it and find some reasonable way to explain how you got it. Basically you have to launder the money, which will put you in contact with a criminal element, which can have all sort of complications. Plus if you suddenly get rich, even if you have a believable excuse, it will get attention. Which can lead to people trying to take advantage of you, make you a target for conmen, etc. This worked for us, as it enriched the story. But YMMV. |
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07-28-2020, 09:31 AM | #15 |
Join Date: Aug 2004
Location: Phoenix, Arizona, USA, Earth, Sol, Milky Way, Infinity.
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Re: Rules you ignore/alter.
Fast-Draw: I use Fast-Draw as a Perk. It doesn't get rolled, it just works.
In situations where it needs a roll, I use the weapon skill. Recover Energy: I think Recover Energy should be a Perk. It isn't a spell, it's a special attunement to ambient mana. Probably in two levels. Contacts and Favors: I allow players to either set aside points for these or use earned points for them on the fly. It prevents you from taking a Contact in a city the adventure never goes to or in a specialty you never use. So when we arrive in town, the player says "Oh, Fargo? I know a mechanic here. If she's not still mad, she might help us out. For a price." Last edited by MIB.6361; 07-28-2020 at 09:36 AM. |
07-28-2020, 11:12 AM | #16 |
Join Date: Aug 2018
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Re: Rules you ignore/alter.
using optional rules is already altering the rules but I like the idea of tweaking them further
I like a brutal "mostly always be penalizing" attitude (it reminds us to use rules and get comfortable with them, even if it's more crunch) so there are a couple things about Cole's Last Gasp (pyramid 3/44) I want to tweak to make it more brutal and punishing. 1) pg 4's "Gradual Impairment Due to Fatigue" only takes place when you PASS the 20% breakpoints (spending MORE than FP/5) which is basically rounding down penalties. Instead, round them UP, so you only are non-penalized at 100% FP, meaning ANY loss of FP will drop you into the first tier of suffering -1 to DX/IQ/HT. This can alternatively be thought of as making 100% the first breakpoint you begin applying penalties for dropping below. This makes everyone univerally weaker and much more hesitant about burning that first FP. 2) pg 9/10 no free steps or facing changes: always charge for them, ESPECIALLY if using the cost reductions at https://gamingballistic.com/2013/08/...ile-using-las/ of 1 AP for 1-50% move 2 AP for 50-100% move. One idea is tracking and purchasing "refills" for a "Movement Point" pool (max capacity is your Basic Move) at the cost of 0.1 AP per 5% of your pool, which works out to spending 2 AP per 100% of the pool in fractions. Just halve the movement point cost of deceleration. So stepping forward from a standing posture (1 movement point) and then reducing momentum to 0 (0.5 movement point) costs a total of 1.5 movement points.Like FP (and as proposed later for AP) one option might be to allow the MP pool to go negative too (just -1xMP). This would allow some more flexibility in locomotion before needing to spend AP to regain the capacity. 3) pg 10: no zero-cost events, charge 0.1 AP and track the tenths over time, eventually ten seconds of concentrating/aiming should probably tire you out, as should a lucky string of critical hits/defences. pg 11: same if per the Action/Fantasy suggesting you are treating MoS 10 successes like criticals: this only reduces to 0.1.4) pg 9 : the above also applies to maintain speed: except instead of charging 0.1 AP, charge 0.1 movement points per y/s velocity you're maintaining. This makes it take the same effort (0.5 MP) to maintain a 5/ys walking speed as to decelerate by 1y/s. Since 0.5 MP is 1/10 of 5 MP, it would cost 0.2 AP to refill that amount. 5) pg 8: also apply that 0.1 cost to 0 AP attacks like pulling a gun trigger. Instead of charging it to loose the arrow, after you've fully nocked it (costing 1 AP) it should perhaps cost 0.1 per second UNTIL you loose it. Crossbows would work like guns. 6) pg 10: also apply that 0.1 cost to full-second readies that are normally free (drawing sword, unholtering gun) 7) pg 10: aside for charging for changing posture, also charge to MAINTAIN any posture other than lying down (the most restful). Could be 0.1 per second for all of them, or maybe more if some seem less/more restful than others. Some find it more restful to sit compared to stand, or vice versa. Someone standing/sitting guard for hours could easily pay that by taking Do Nothing maneuvers on the regular to recover, but it would explain why people would lie down to maximize rest capacity. If that's too brutal, instead of charging AP directly, you could charge MP amounts instead.8) pg 8: successfully resisting a feint cost AP too, but only charge 0.1 as you would for a critically successful active defense. Or: see #13 below, whether you win or lose the contest you could just charge an amount determined by your own stand-alone margin. 9) pg 9 "Injury and Damage" the MoS of your HT roll (or critical success) will never fully mitigate AP loss due to injury, instead it can only reduce it to 0.1 AP loss. 10) pg 9: allow AP loss due to pain or injury to make AP go negative: allow it to go up to full negative AP (similar to the full negative FP cap) and require AP to be brought above zero before it can be voluntarily spent. 11) pg 11: instead of untriggered All-Out Defenses giving 2 free AP worth of defences and only giving an HT roll if untriggered, have it ALWAYS give you a HT roll to recover AP as an untriggered wait does, and just charge normally for the defences. 12) pg 4: adapt "Gradual Impairment Due to Fatigue" changes to B426 as "Gradual Impairment Due to Injury" changes to B419: drop IQ/HT/DX by 1 point per 20% lost HP too. A penalty to HT rolls will slow AP recovery for injured people, reflecting the body splitting energy between healing and movement. 13) addendum to number 3's indent: since MoS 10 successes and critical successes are meant to reduce AP by approximately one, MoF 10 failures and critical failures should increase AP by approximately one. Charge MOFx0.1 extra AP on failures to always make them more expensive than successes. as one "less brutal" option: you might also apply AP discounts for successes at less than MOS10, perhaps MoSx0.1AP meaning you would actually reach 0.1 AP at MoS9, with MoS10+ having no added effect. This favors attackers who attack telegraphically: at +4 to skill vs +2 defend you're talking about a 0.2 AP difference over time based on margin "tenth" cost adjustments.14) charge 0.1 AP per second to maintain an "on guard" mental state, otherwise B557 Unarmed Critical Miss result 13 conditions apply (-2 defenses, evaluate bonuses doubled against you, feint penalties are doubled). Those who roll this lose the option to "pay the tenth". As this actually creates a sort of benefit to dropping one's guard, to keep the rolled result as just-as-bad you could force the charge of 0.1 anyway but have it ineffective.15) charge 0.1 AP per second to maintain an "unstunned" mental state. As the above indent: those involuntarily forced into a stunned state should probably be charged 0.1 but suffer no benefit from it until the involuntary period ends: the AP charge reflects their struggle to regain the option to shift out of it. Only those who voluntarily adopt a "stunned Do Nothing" state (incur -4 to active defences, lose option to retreat, per B420) such as when trying to fall asleep will not be charged this AP. Those who fail self control roll for Berserk are unable to voluntarily enter this state, and so cannot avoid the discount. Voluntarily entering this state should probably require a Will roll if in the presence of dangers that would motivate one to be alert to them. If someone wants to go a step further (no defences at all, like an All-Out Attack or All-Out Concentrate) then this "All-Out Do Nothing" could them an extra +1 bonus to the HT roll to recover AP: so you roll HT+5 instead. A "Do Nothing while voluntarily stunning oneself" is already effectively "Committed Do Nothing": except replacing MA100's "no defence with limb, -2 with others" with "-4 to all".16) charge 0.1 per second to maintain awareness of things around you. If someone opts to not pay this (should probably require a will roll if in presence of dangers) as per #15 above) then you are -4 to perception rolls to notice what allies or foes around you are doing. This prevents you from enjoying MA60's "abtract tactics" rerolls. This is adapted from pg 22 of Technical Grappling ("One Foe") except there is not any foe to whom it does not apply. If you are paying the 0.1 you have the option to incur the -4 perception penalty to all but one who you get +1 bonuses against, as normal. if the sum of 14/15/16 seems like too much (0.3 to avoid problems) you could lump two or all three together as a single set of penalties mitigated by a smaller expenditure of 0.1 AP. This would narrow the difference between alert resting characters in terms of energy conservation. |
07-28-2020, 11:53 AM | #17 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Rules you ignore/alter.
It took a while before my original gaming group, back in the 90s and using 3e, learned you weren't supposed to get an Active Defense against a Critical Hit. We let you roll. Critically Success on the defense basically neutralizes the critical success on the attack. Normal success mostly adds flavor, except where the rules could be interpreted otherwise. Critical Failure on Defense against a Critical Success attack results in the most epic of fails. XD
Under 3e, we briefly experimented with having Fatigue and Hit Points both start out equal to (ST+HT)/2. Basically, we found arguments for the old way (FP=ST, HP=HT) and the arguments for the modern rules (HP=ST, FP=HT) persuasive. To the point, seeing as this was a gaming abstract anyway, we split the difference. It is only slightly more complex. For what it is worth, I thought it gave better results. If anyone wants to test it under 4e rules, I'd love to hear the results.
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07-28-2020, 12:02 PM | #18 |
Join Date: Jun 2006
Location: On the road again...
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Re: Rules you ignore/alter.
I don't use the Recover Energy spell, it being a 3e legacy code spell. Instead, I use Regeneration (Energy Reserve Only, +0%}.
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07-28-2020, 03:21 PM | #19 | ||||||||
Join Date: Aug 2018
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Re: Rules you ignore/alter.
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P93's point-per-10%-average-starting-wealth could perhaps be tweaked in a more generous direction though. If anyone can use B26 "Trading Points for Money" to get stuff they want then why have Create at all, basically? B85 Signature Gear for example uses 50% of ASW per point, and unlike TPFM it's stuff you're guaranteed not to lose (or get replaced if you lose) unless voluntarily giving it away. TPFM presumably has an inferior ratio because it is versatile (the money you get can be spent on anything later on, unlike Signature Gear which is fixed as one thing). Although presumably you could just use points to buy Signature Gear and then sell your SG for money, perhaps you're not necessrily going to get a fair value for it? I think why he Creation Pool uses 10% instead of 50% is that it actually is versatile like money since you can reclaim spent points to create so long as whatever you made isn't eaten before you reclaim it. You can buy Ranged for Create but I don't know if you have to buy that separately for reclaiming or if it's included. One precedent for allowing "Permanent" on Create might be that B86 allows it to be purchased for Snatcher, though it suggests GMs are free to forbid it due to "boundless wealth" problems. One other idea would be to take a "must always stabilize" approach on Create, but to invert the rules for character-point-powered abilities to determine a substitute higher FP cost. "Character Point-Powered Abilities" (PU5p13) are 1/5 normal cost, so you could just make "Stable Creation" an ability where base value of trait is 5x as much as categories normally dictate (200 large, 100 medium, 50 small, 25 specific) or perhaps charge 5x as much for Extended Duration enhancements? Another approach could be to require the "Independent" enhancement (+70%) to represent "stabilizing" something. Since that stabilizes for the lesser of base duration (10 seconds) or MoS minutes (the IQ roll you make when creating) once you increased the base duration a certain amount, you'd need to start extending the MoS duration too, basically paying TWICE as much for Extended Duration in the long run. Quote:
If another book were to revisit it, I'd be interested in widening the scope beyond Afflicting leveled traits/penalties (leveled enhancements) to using it on leveled traits outright somehow. Quote:
Even for an unbreakable shield, wouldn't Size matter when using Striking at Weapons for the purpose of disarming rather than damaging it? Maybe Size should just be worth fewer points for unbreakable objects? Quote:
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The recovery rates seem worth more than a perk... Quote:
P70's "Fatigue Recovery" enhancement is only "for fast or better". Which B80 minimum is base 50 points for 1/minute. Regular is 25 for 1/hour which obviously sounds overpriced for FP (you already regain 6 per hour) but maybe there could be some scaling "lower than 50" versions of Fatigue-Only regeneration? Takes Extra Time maybe? -10% 2m -20% 4m -30% 8m -40% 16m At that point (50 -40% = 30) you're spending 30 points just to less-than-double your FP recovery (inferior to first tier of Recover Energy at skill 15) and still costing way more than a perk. You could bring it down further by using Mana-Sensitive and Requires Concentrate, that'd give you another 20% for -60%, but that's still 20 points to buy. The only way I could think to bring the price down a huge amount would be not just trying to max out limitations at -80% but also doing 1/5 to overall price as some kind of Alternate Ability. Like maybe you can't use Magery and Recover Energy at the same time? Focusing on absorbing mana as an alternative to using your perception? Dealing with a base cost of 10 points instead of 50 would make it a lot more affordable, and comparable to putting 1 or 2 points in a spell. Alternative Abilities are kind of similar to TEmporary Disadvantage: Shutdown except you can work outside the -80% limitation limit by using AA to shoot for 1/25 costs. |
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07-28-2020, 04:30 PM | #20 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Rules you ignore/alter.
I'm happy to ignore the fatigue rules provided the characters behave sensibly, taking rests at plausible intervals and not routinely pushing the limits. Since they rarely have to carry much encumbrance, this mostly saves bookkeeping.
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