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#11 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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#12 |
Join Date: May 2011
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Something I got from another forum user for Stealth:
Stealth is a QC versus the Hearing roll of the opponent who is being creeped upon. I don’t reveal the outcome of the opponent’s roll, but consult the Speed/Range table for the distance a Stealth using character can approach before being detected. So players may know how well they have rolled, and make calculated risks about how close to get, but they don’t know when they’ll be noticed, or if they’ll be noticed by sound alone. At some point, they simply cross a threshold that they cannot predict. It makes for suspenseful tiptoeing. |
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#13 |
Join Date: Jun 2017
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Ah. So I can delete that sentence.
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Pronoun: "They/She" |
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#14 |
Join Date: Aug 2014
Location: Snoopy's basement
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Subject to the spelling correction I've now made in the post, I guess.
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#15 | |||||
Join Date: Jun 2010
Location: Dreamland
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Definitely love the Wait change. Quote:
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For the parrying thing, does that mean that I do half normal damage of my attack when I parry an unarmed attack? |
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#16 |
Join Date: Aug 2004
Location: Seattle, WA USA
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I've added a 5-point version of High Pain Threshold, called Pain Tolerance. Halves Shock penalties (rounded up), +1 to remain conscious, resist pain-based Interrogation, or resist Knockdown.
I require characters to have an appropriate Reputation for any Skill at level 14+, or else a good reason not to have one (Secret, UB, or whatever). I agree with PK that Regrowth should only cost 10 points. I use the old 3E rules for infections: the infection ends when all the infection damage is healed or the infected area is removed, not on the first successful HT roll. Successful HT rolls heal infection damage. Exception: a critical success on the HT roll ends the infection, but the remaining infection damage has to heal normally. Of course, normal healing can't begin until the infection ends. Green Thumb Talent gives a bonus to Pharmacy/TL (Herbal) instead of Herb Lore because I don't use Herb Lore. I use the "Cumulative Effects of Horror" rule from p. 140 of Horror, with the addition that the penalty drops by 1 per game day without a Fright Check. And two minor Technical Grappling adjustments: Odd-numbered CP affect DX, even-numbered CP affect ST. (This is basically an easy way to remember the "High Definition CP" optional rule. Another easy way would be to divide CP by 2, rounding up for DX and down for ST. It's all the same result.) The Neck Control Perk gives +1 to hit, not a bonus to CP. |
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#17 |
Join Date: Aug 2004
Location: Pioneer Valley
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My complete list of houserules out of the Characters book: https://ravenswing59.blogspot.com/20...t-changes.html
Same with Magic: https://ravenswing59.blogspot.com/20...-ii-magic.html I leave it to you fine folk, if interested, to gauge which of those are "tinier" than others.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#18 | ||
Join Date: Jun 2006
Location: Sweden, Stockholm
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I've taken to using Wildcard skills on just about every character I help my players design. It is much faster in play and more flexible in general. F.ex. for Wildcard Professions/themes (like Police Detective!) I just talk to my player about what the character should be capable of and anything that is relevant but isn't part of the core concept is rolled at some amount of penalty. E.g. driving rolls for the police detective, or even more penalty for trying to fix the police car when it breaks down. Etc.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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#19 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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That's a bit good. I've considered giving a hex of pushback on that critical result, but haven't actually implemented yet.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#20 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Yes, for Parrying Unarmed Attacks (B376), instead of rolling damage normally, your rolled damage is halved.
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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