Random optional rules
3 posters
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Re: Random optional rules
Dodging Full Hex Attacks
I felt that the gameplay in the Elvish crypt left a bit to be desired. Specifically, the rules as written regarding the dodging of the exposive spheres was, I feel, incomplete. If a person is in a hex when an object explodes, he cannot make a normal dodge, as this will leave him in the same hex and would defeat the purpose of trying to get away from the explosion. A Dodge and Drop is allowed against an explosion, and gives a +3, but the character ends up on the ground. A Retreating Dodge is not allowed against an explosion.
As a middle-ground option, I propose that we do allow a Retreating Dodge to escape an explosion. There is no +3 bonus (take Dodge and Drop for that), but if the dodge is successful the character ends up one hex away from the location of the explosion. Depending on how powerful the explosion is, the character might take damage anyway, but it will be much reduced.
I think that these same rules should also be used for melee attacks that fill a whole hex: giants swinging trees, pillars or other large objects falling into your hex, etc.
What do you guys think? Thoughts? Objections? If this sounds good let me know and we'll use these rules.
I felt that the gameplay in the Elvish crypt left a bit to be desired. Specifically, the rules as written regarding the dodging of the exposive spheres was, I feel, incomplete. If a person is in a hex when an object explodes, he cannot make a normal dodge, as this will leave him in the same hex and would defeat the purpose of trying to get away from the explosion. A Dodge and Drop is allowed against an explosion, and gives a +3, but the character ends up on the ground. A Retreating Dodge is not allowed against an explosion.
As a middle-ground option, I propose that we do allow a Retreating Dodge to escape an explosion. There is no +3 bonus (take Dodge and Drop for that), but if the dodge is successful the character ends up one hex away from the location of the explosion. Depending on how powerful the explosion is, the character might take damage anyway, but it will be much reduced.
I think that these same rules should also be used for melee attacks that fill a whole hex: giants swinging trees, pillars or other large objects falling into your hex, etc.
What do you guys think? Thoughts? Objections? If this sounds good let me know and we'll use these rules.
Re: Random optional rules
A Dodge and Drop is allowed against an explosion, and gives a +3, but the character ends up on the ground. A Retreating Dodge is not allowed against an explosion.
I think we should keep the rule as is. I think diving for cover is more realistic than dancing out of the way with a normal dodge, and I don't really mind the penalty of having to get up. If this rule did go through, I would probably never use it, at least not with a character that has a low dodge score to begin with.
Father Dugal- Posts : 789
Join date : 2014-02-17
Location : Salt Lake City
Re: Random optional rules
The Son of Dior was here.
Highly unlikely.
If that's the case, then you must be new around these parts. This here Son of Dior puts his John Hancock on every post and every thread around these parts. You could say he almost owns this here forum. (Spits in a virtual spittoon)
Father Dugal- Posts : 789
Join date : 2014-02-17
Location : Salt Lake City
Re: Random optional rules
The Son of Dior wrote:(Spits in a virtual spittoon)
See, now I know you've never even been in here. You wouldn't know what to do with a spittoon - virtual or not - if one landed on your head.
Re: Random optional rules
The Son of Dior wrote:A Dodge and Drop is allowed against an explosion, and gives a +3, but the character ends up on the ground. A Retreating Dodge is not allowed against an explosion.
I think we should keep the rule as is. I think diving for cover is more realistic than dancing out of the way with a normal dodge, and I don't really mind the penalty of having to get up. If this rule did go through, I would probably never use it, at least not with a character that has a low dodge score to begin with.
Well, you're the only one who has spoken. I guess we'll keep the rules as written.
Re: Random optional rules
Well, you're the only one who has spoken. I guess we'll keep the rules as written. Smile
Woo hoo! Majority rules! The only way for evil to win is for the rest of the gaming group to do nothing—except for me, the evil one.
Father Dugal- Posts : 789
Join date : 2014-02-17
Location : Salt Lake City
Re: Random optional rules
Awarded Character Points and Creating a New Character
I think I've discussed this, but I'm not sure. In Eric's last game he had a rule that allowed PCs to create new characters, and use a portion of the extra CPs their previous character had earned to make a new one. That is a sensible idea. So, if a player wants to make a new character or if their characteris assassinated by the GM sadly dies in game, the player can take an additional one third of the CPs that character had earned after character creation and add it to the 350 points to generate a new character.
I think I've discussed this, but I'm not sure. In Eric's last game he had a rule that allowed PCs to create new characters, and use a portion of the extra CPs their previous character had earned to make a new one. That is a sensible idea. So, if a player wants to make a new character or if their character
Re: Random optional rules
I am not very smart so I would need some clarification.
Raina is a 500 point character that started at 150 so Raina has earned 350 points after creation. 116 is a 3rd of 350 so my next character would start at 466 in your game.
Raina is a 500 point character that started at 150 so Raina has earned 350 points after creation. 116 is a 3rd of 350 so my next character would start at 466 in your game.
grumpit- Posts : 119
Join date : 2015-10-29
Re: Random optional rules
I think I've discussed this, but I'm not sure. In Eric's last game he had a rule that allowed PCs to create new characters, and use a portion of the extra CPs their previous character had earned to make a new one. That is a sensible idea. So, if a player wants to make a new character or if their character is assassinated by the GM sadly dies in game, the player can take an additional one third of the CPs that character had earned after character creation and add it to the 350 points to generate a new character.
This is a good idea since it will keep "new" characters up in levels and ferocity along with the rest of the party.
Sadly, I have no idea where Deorwine started in character points this time around. I know he began significantly higher than the 350 point level, but I'm not sure how high. So I guess that cuts me out of that action.
Father Dugal- Posts : 789
Join date : 2014-02-17
Location : Salt Lake City
Re: Random optional rules
That's actually a good question. I think that the most reasonable way to handle that would be "CPs above the base level of the campaign". That would make it so no tedious record keeping is required. However many points your character is above the base level of 350, you get a third of that.
Re: Random optional rules
"CPs above the base level of the campaign".
That's a nice easy fix.
Father Dugal- Posts : 789
Join date : 2014-02-17
Location : Salt Lake City
Re: Random optional rules
No you are confused. If the you base it on the campaign level of 350 and not starting level of 150 that's less points. An easy mistake to make but dont worry I am hear to catch those mistakes.
grumpit- Posts : 119
Join date : 2015-10-29
Re: Random optional rules
grumpit wrote:No you are confused. If the you base it on the campaign level of 350 and not starting level of 150 that's less points. An easy mistake to make but dont worry I am hear to catch those mistakes.
Haha! There's Alex keeping us on the right path, point wise.
But no, seriously, we'lll use the above method of calculation to find out how many "extra" CPs a new character will get.
Re: Random optional rules
But no, seriously, we'lll use the above method of calculation to find out how many "extra" CPs a new character will get.
Yokai! Roger!
Father Dugal- Posts : 789
Join date : 2014-02-17
Location : Salt Lake City
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