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Agent X
Feb 15th, '03, 08:03 PM
Syberdwarf2 has inspired me by one of his responses on another thread:

What are your house rules? I am sure many of you have typed out a list. I will dig mine out for your perusal soon.

Supreme
Feb 15th, '03, 09:58 PM
My #1 house rule is "only play a character you would buy a comic book about." I took it from a good friend of mine.

Syberdwarf2
Feb 15th, '03, 11:04 PM
Most of my house rules center around outof character conduct, not game mechanics, but not all. Anyway, here's another good one I tend to follow;

Family Comes First; We are of course, all here to entertain ourselves, and have fun playing a game that we love. However, it is the opinion of the GM that Family responsibilities are paramount to all else. Therefore, if due to family, a player, or the GM himself must cancel, it is to be understood and accepted.
That being said, if continued absenteeism is the norm, the player(or GM) may be asked to leave. No one will bear ill will to said personas they are only doing the right thing. If they do, they will be TOLD to leave.

zornwil
Feb 16th, '03, 12:35 AM
My house rules are at http://www.asterick.com/realschluss/x-champions/house_rules/index.html

Lord Liaden
Feb 16th, '03, 06:57 AM
Really, since the publication of FREd, my house rule list has thinned out dramatically. Most of the modifications I've used are in there at least as options, and with all the mix-and-match modularity of the 5E rules, it's hard not to find something "official" that will work the way I want it to. There are only a few modifications that I've kept:

Double the cost of Strength for heroic level games. I find that this adequately deals with some of the abusive qualities of STR in HERO, while still allowing for superheroic bricks;

Allow Ranged Powers built with the Damage Shield Advantage to take a No Range Limitation. (This is not an advocacy, so please let's not get into another "problem with DS" debate.);

Let characters with Growth use any extra inches of reach that they gain from it as extra inches of Running, with appropriate additional END expense; but those extra Running inches can't be used for extra reach in the same Phase. This eliminates the "shuffling feet" syndrome of very large characters who run in baby steps, and in practice has very little effect on combat;

I use the Stun Multiplier mechanic for Killing Attacks, but to deal with the "stun lotto", I roll 3D6 instead of one, divide the result by 3 (I keep a small chart of the roundings for all the possible results), then subtract 1 to get the Stun multiplier. The bell curve for results is pronounced this way, centering around 2.75, so I consistently get a Killing Attack which does more Body but less Stun than a comparable Normal attack, which is supposed to be the difference between them anyway;

Self-Inflicted Damage: This is a rule adapted from the original (pre-4th Ed.) Golden Age of Champions, with some modifications from advice on the discussion boards (Thanks Alistair). I use it mostly for heroic level games, to simulate a normal person striking a hard, unyielding object with a part of their bodies and injuring themselves if they can't break it. Whenever you strike an object with resistant defenses (including characters), you roll your damage normally; if the Body damage you roll is higher than the resistant defense of the object, you take no damage. However, if you don't roll more Body than the resistant defense, you take the full damage yourself, modified by the multipliers for the Hit Location of the body part you used to strike with.

Lord Mhoram
Feb 16th, '03, 11:25 AM
As a note, I am a very "loose" GM- I tend to let lots of stuff in my game that other GMs would go "huh?" to.

ECs- Anything goes in as long as it falls under the "drain one, drain 'em all" criteria.

Pools - A standard -2 limitiation: Active points in pool cannot be greater than the pool reserve. (-2 may be a little much, buy hey- the idea here is just a multipower with infinite slots).

Extra damage classes apply to everyman manuevers not just martial arts.

If you plan on using mutlple power attacks on a frequent basis the secondary attack DC/points cannot be higher than 75% of the primary.

In figuring your defenses compared to campaign numbers reduction is considered 10,20 or 40 pts of defense.

Multiple damage reductions stack.

Using 4th version of damage shield.

Chris Goodwin
Feb 16th, '03, 11:47 AM
Mine are at http://home.attbi.com/~archer7/houserules.html. Some highlights:

If any Flash "BODY" at all gets through a target's Flash Defense, the target is Flashed for a minimum of a full Phase. If the segments go on longer than that, then the Flash lasts as long as normal, but if even one segment of Flash gets through it's a full Phase.

I have a Perk I call Best in the West. It lets you be the best at whatever your schtick is. For example, if you're a speedster, and you take Best in the West, you can be the fastest person on the planet. You have to put a lot of points into the schtick, though... you can't just be pretty fast to be the fastest. There's also adders to be the best in the solar system, the galaxy, etc.

One level of Hardened does not ignore one level of Armor Piercing and/or Penetrating. Instead, any defenses that are Hardened are not halved by Armor Piercing. Also, Hardened defenses defend against Penetrating damage, if they are of the appropriate type; Hardened normal PD or ED defend against the Penetrating STUN and BODY from normal Penetrating attacks, while Hardened resistant PD or ED defend against the BODY from Penetrating Killing Attacks. If a character has both Hardened normal and resistant PD or ED, add the Hardened defenses together to find out how much defense the character has against the STUN of a Penetrating Killing Attack.

Agent X
Feb 16th, '03, 02:55 PM
I promised mine so here they are:
Campaign Rules
1. Players must be interested in more than simply the game. They must be interested in socializing with the other players.
2. Players must be respectful and considerate to one another.
3. Players must handle victory and defeat with dignity.
4. Players must respect that my games will attempt to balance the game in the areas of role-play, combat, problem solving, and storytelling.
5. Players cannot build characters with the designs of being the best at everything. What does that leave to other players? Ordinarily players should discuss with each other and the GM what role they would like to take. Are they the strongest? The fastest? Etc. In these cases, the player who asks for something first gets “dibs.”
6. Players should be prepared to change the design of characters at my request. I am the only one who is trying or able to pay attention to how everyone and every character is interacting with the known and unknown elements of the milieu. That means I will have a perspective others will lack in my game.
7. I use 5th Edition Rules with House Rules as I find things that need fixing.
8. I will suspend any rule at any given point when it does not make sense or bogs the game down needlessly.
9. If you feel I am in the wrong, tactfully bring it to my attention. If I agree or am in doubt, I will try to redress it.

House Rules
1. Character designs must include descriptions of Background/Origin, Personality/Motivation, a Signature Quotation or Quotations, Powers/Tactics, and Appearance, both in normal identity and super identity when applicable.
2. Character designs should also include a thoughtful description of the character’s routine activities.
3. Regeneration will be handled as it was in 4th Edition but appropriate adders from 5th edition will be used as well.
4. Normal Characteristic Maxima may not be taken as a Disadvantage.
5. Pulling a Punch does not create a DCV penalty. That is inappropriate for a superhero campaign.
6. Elemental Controls may not have any characteristics other than Strength or Physical/Energy Defense included when appropriate.
7. Encumbrance will affect movement as stated on page 250. Other effects are inappropriate for a superhero campaign.
8. Multiple Attacker rules are used so watch out for swarms of ninjas.
9. Weapon Familiarity and Off Hand are not used.
10. Blazing away can be extended into the following segments. The character can fire a maximum of five shots per segment.
11. Impairment and disabling rules on page 278 are used should someone take ½+1 or more body. It shouldn’t come up very often but when it does these rules add detail and make for a better story.
12. Casual Strength may not be used to attack. It’s on page 283 and I only mention it because players have considered using this as an option for attacks that do not count as an action.
13. Pushing requires a Con roll for physical attacks and an Ego roll for mental attacks. A Power Skill roll can be substituted if the character has that skill. The number of character points pushed modifies the roll by this simple formula: -1 penalty for every 10 character points pushed. A failed roll still succeeds but the character suffers penalties as if they had been stunned. A roll failed by more than half costs the character one fourth of their total starting stun. With a roll of 18, the character is stunned, loses half their stun and all their endurance.
14. Characters start the game with Victory Points equal to their intelligence, ego, and presence added together and divided by 5. Victory points can be used to modify rolls, acquire or force re-rolls, or “rewind” on certain occasions. Once spent, Victory Points are gone. Characters can earn 1 to 2 Victory Points in a given adventure.
15. Characters can be allotted certain Social Advantages or Disadvantages based on events in game. In these cases no compensation is given for Social Disadvantages and Social Advantages are paid for in bonus experience.
16. Threatened Hex rules will be used. A Character threatens the hex directly in front of him – meaning that anyone moving through that hex can be attacked in any segment. The two hexes to either side in the character’s forward facing provide the character an opportunity to make a dex contest against the moving character to determine if the character can make an attack. The rear facing hexes are not threatened hexes. To provide for them to be threatened hexes, a character would have to buy a selective damage shield that extends into the adjacent hexes.
The 4th Edition rules for instant change will also be used.

MisterVimes
Feb 16th, '03, 03:14 PM
Originally posted by Agent X
13. Pushing requires a Con roll for physical attacks and an Ego roll for mental attacks. A Power Skill roll can be substituted if the character has that skill. The number of character points pushed modifies the roll by this simple formula: -1 penalty for every 10 character points pushed. A failed roll still succeeds but the character suffers penalties as if they had been stunned. A roll failed by more than half costs the character one fourth of their total starting stun. With a roll of 18, the character is stunned, loses half their stun and all their endurance.


I really like this rule, I think I'm going to use it.

Agent X
Feb 16th, '03, 03:47 PM
Originally posted by MisterVimes
I really like this rule, I think I'm going to use it.

I think it looks more like the comic books.

Agent X
Feb 16th, '03, 03:50 PM
Don't like the threatened hex rule?

Keneton
Feb 16th, '03, 05:38 PM
Here are my house rules.
:D

They are rather complicated so I warn you ahead of time.

Comments are welcome. You will find these house rules will cover all genres and all power levels.

I reccomend reading The Effectiveness Rating DH#3 and getting the spreadsheet from the free section of this site. It will assist with understanding many of my comments.

MisterVimes
Feb 16th, '03, 07:27 PM
Originally posted by Agent X
I think it looks more like the comic books.

ANd keeps the powers seperated into physical and Mental in keeping with most rulings.

MisterVimes
Feb 16th, '03, 07:31 PM
Originally posted by Agent X
Don't like the threatened hex rule?

I'm going to examine it. It is (obviously) reminicent of the d20 Attack of Opportunity. I find that this rule can sometimes slow game-play (which is why it is being removed from some d20 games, particularly Superhero ones) and I am not sure that I would be willing to do that in my Champions game. It also ties me more closely to Miniatures rules and I am not always confortable with chaining my Roleplaying to a tactical environment. Sometimes we use the map... sometimes we don't...

In a Heroic level game I'd be much more likely to adopt it.

Agent X
Feb 16th, '03, 08:30 PM
Originally posted by MisterVimes
I'm going to examine it. It is (obviously) reminicent of the d20 Attack of Opportunity. I find that this rule can sometimes slow game-play (which is why it is being removed from some d20 games, particularly Superhero ones) and I am not sure that I would be willing to do that in my Champions game. It also ties me more closely to Miniatures rules and I am not always confortable with chaining my Roleplaying to a tactical environment. Sometimes we use the map... sometimes we don't...

In a Heroic level game I'd be much more likely to adopt it.

I wouldn't use it without miniatures. I just get annoyed when I see the figs move right by MY hero and I can't do anything about it. That is NOT Comic Book-like. I know Steve Long says it is folly to try to reach for the Comic Book way of doing things but I think we can get closer than FRED to doing that.

MisterVimes
Feb 17th, '03, 06:52 AM
Originally posted by Agent X
I wouldn't use it without miniatures. I just get annoyed when I see the figs move right by MY hero and I can't do anything about it. That is NOT Comic Book-like. I know Steve Long says it is folly to try to reach for the Comic Book way of doing things but I think we can get closer than FRED to doing that.

I respect that... now the real question is what do you do for Figs in a world so devoid of decent Superhero Minis?

EternityShard
Feb 17th, '03, 08:10 AM
Originally posted by Agent X
I think it looks more like the comic books.

Threatened hex rule. Here's my 2-cents.

I think that this doesn't fit well into the Hero game system for a couple reasons.

It doesn't seem to hold true with any other rules in Hero. So, I get extra attacks in segments when I don't normally act, but only to attack someone directly in front of me? Why? In my opinion, a system like Hero has broken combat down to its lowest common denominator already, so 'attacks of opportunity' are meaningless in the context of combat. Hero's combat is 1-action per phase, and every attack is an *attempt* at an attack. In D&D's esoteric combat concept, every character (in melee) is assumed to be attacking much more often than you actually roll for. Your attacks are simply openings that you are good enough to create or take advantage of. The attack of opportunity is the same thing, when someone runs by you, you take a few pot shots at them. Everyone can hold a sword out to clothesline someone, and some people are good enough to do it a couple times (combat reflexes).

That said, Hero combat, like *most* other rpg systems, shows you the actual number of attack attempts a person makes. When I punch him, I've only punched him once, and only tried once. I don't think the attack of opportunity is a construct that has a place in the design of Hero combat.

All that aside, if someone were going to implement this in Hero, I could see it being used in a heroic game, maybe, but not superheroic.

And you'd need to define what is 'moving through' that hex. Basically, all the same conditions that apply in D&D's AoO. Moving out, moving in, moving through, only moving to disengage, move-throughs, move-bys, etc. If he;s in the sqquare directly in front of me, do I get on of these when he does any action that requires concentration, or has the extra-time limitation, or requires gestures throughout? You significantly affect all the other combat constructs in the game by doing this.

It *could* work, but it'd take a whole lot more than simply saying "whnever someone moves through the hex in front of you". This hurts anyone who uses move-throughs and move-bys as a common tactic. It helps those who get into melee a lot. It doesn't really affect those who are primarily ranged assailants.

To implement something like this, you'd have change the point cost of most powers based on whether they are ranged or not. The 'Ranged' advantage should become larger, and the no-range limitation should become larger as well. You'd have to look at everything else as well.

My basic point is that Hero, as a turn-based, 1-action per phase, combat system, already allows for Attacks of Opportunity because every action is already answered by another action, unlike constructs such as D&D where every "action" really is a series of attacks and moves that only results in one or two hits because of the skill of the assailant.

$0.02 from EternityShard

misterdeath
Feb 17th, '03, 08:23 AM
Originally posted by Agent X
I wouldn't use it without miniatures. I just get annoyed when I see the figs move right by MY hero and I can't do anything about it. That is NOT Comic Book-like. I know Steve Long says it is folly to try to reach for the Comic Book way of doing things but I think we can get closer than FRED to doing that.

But, then it works the other way too. My bad guy can move right by the hero and there's squat he can do about it too.

Hold an action, then blast him while he runs by. Of cource that might lead to higher Speeds to be able to do stuff while still holding actions.

Attacks of Opportunity are the hardest part of 3E to deal with (Wait I get an attack of opportunity on you, because I've got a 10'reach, but you've got a lance, so I don't) personally wouldn't add them to Hero. Too much added complexity, too little gain in my book.

Other than that, they look good.

D

Agent X
Feb 17th, '03, 03:10 PM
Originally posted by MisterVimes
I respect that... now the real question is what do you do for Figs in a world so devoid of decent Superhero Minis? I have some Lance and Laser, some old Champions figs, the New Teen Titans miniatures, and there is a new line, Superfigs, that is hard to get because they are wierd about distribution. Then there are cardboard heroes and Heroclix. They all work.

Agent X
Feb 17th, '03, 03:17 PM
Originally posted by EternityShard
Threatened hex rule. Here's my 2-cents.

I think that this doesn't fit well into the Hero game system for a couple reasons.

It doesn't seem to hold true with any other rules in Hero. So, I get extra attacks in segments when I don't normally act, but only to attack someone directly in front of me? Why? In my opinion, a system like Hero has broken combat down to its lowest common denominator already, so 'attacks of opportunity' are meaningless in the context of combat. Hero's combat is 1-action per phase, and every attack is an *attempt* at an attack. In D&D's esoteric combat concept, every character (in melee) is assumed to be attacking much more often than you actually roll for. Your attacks are simply openings that you are good enough to create or take advantage of. The attack of opportunity is the same thing, when someone runs by you, you take a few pot shots at them. Everyone can hold a sword out to clothesline someone, and some people are good enough to do it a couple times (combat reflexes).

That said, Hero combat, like *most* other rpg systems, shows you the actual number of attack attempts a person makes. When I punch him, I've only punched him once, and only tried once. I don't think the attack of opportunity is a construct that has a place in the design of Hero combat.

All that aside, if someone were going to implement this in Hero, I could see it being used in a heroic game, maybe, but not superheroic.

And you'd need to define what is 'moving through' that hex. Basically, all the same conditions that apply in D&D's AoO. Moving out, moving in, moving through, only moving to disengage, move-throughs, move-bys, etc. If he;s in the sqquare directly in front of me, do I get on of these when he does any action that requires concentration, or has the extra-time limitation, or requires gestures throughout? You significantly affect all the other combat constructs in the game by doing this.

It *could* work, but it'd take a whole lot more than simply saying "whnever someone moves through the hex in front of you". This hurts anyone who uses move-throughs and move-bys as a common tactic. It helps those who get into melee a lot. It doesn't really affect those who are primarily ranged assailants.

To implement something like this, you'd have change the point cost of most powers based on whether they are ranged or not. The 'Ranged' advantage should become larger, and the no-range limitation should become larger as well. You'd have to look at everything else as well.

My basic point is that Hero, as a turn-based, 1-action per phase, combat system, already allows for Attacks of Opportunity because every action is already answered by another action, unlike constructs such as D&D where every "action" really is a series of attacks and moves that only results in one or two hits because of the skill of the assailant.

$0.02 from EternityShard
You made two strong points. One is valid. I should have explained there are more restrictions to what conditions allow an Attack of Opportunity.

My house rules aren't meant to be of publishing quality so there is something that I left out that you ought to consider. The Attack of Opportunity is a judgement call. It applies when someone moves through the hex in front of you and just simply is not taking proper precautions for defense. It is not meant to apply to anyone who moves up to attack you.

Your other point - that Hero has figured all this out because of the Phase-Turn system - I have to disagree with. If I (and I am not a super hero or a particularly good fighter) pin you against a wall and you don't resist, I guarantee you that I can hit you every Segment in a Turn.:)

Agent X
Feb 17th, '03, 03:19 PM
Originally posted by misterdeath
But, then it works the other way too. My bad guy can move right by the hero and there's squat he can do about it too.

Hold an action, then blast him while he runs by. Of cource that might lead to higher Speeds to be able to do stuff while still holding actions.

Attacks of Opportunity are the hardest part of 3E to deal with (Wait I get an attack of opportunity on you, because I've got a 10'reach, but you've got a lance, so I don't) personally wouldn't add them to Hero. Too much added complexity, too little gain in my book.

Other than that, they look good.

D I wouldn't add reach issues into it. There is no way I want to allow Stretching to affect this rule and there are realistically valid reasons not to.

MisterVimes
Feb 17th, '03, 04:36 PM
Originally posted by Agent X
I have some Lance and Laser, some old Champions figs, the New Teen Titans miniatures, and there is a new line, Superfigs, that is hard to get because they are wierd about distribution. Then there are cardboard heroes and Heroclix. They all work.

I'm pretty set on the Cardboard route. I was spoiled by European minis (Reaper/Citadel)... Though there are some nice imports that might make good converts.

MisterVimes
Feb 17th, '03, 04:54 PM
Originally posted by Agent X
You made two strong points. One is valid. I should have explained there are more restrictions to what conditions allow an Attack of Opportunity.

My house rules aren't meant to be of publishing quality so there is something that I left out that you ought to consider. The Attack of Opportunity is a judgement call. It applies when someone moves through the hex in front of you and just simply is not taking proper precautions for defense. It is not meant to apply to anyone who moves up to attack you.

Your other point - that Hero has figured all this out because of the Phase-Turn system - I have to disagree with. If I (and I am not a super hero or a particularly good fighter) pin you against a wall and you don't resist, I guarantee you that I can hit you every Segment in a Turn.:)

As a GM ajudicated House rule I can see its uses and if it adds the flavor you want then by all means (who are we to tell you how to run your game) use it. But in my paticular case I have to go with Eternityshard (my personal rules lawyer ;) ).

tiger
Feb 18th, '03, 10:12 AM
I don't have a lot of house rules.

1)All characters must pass my OK.
2)Dex & Ego are limited to 30 MAX
3)I have some new disadvantages You can see them here: http://www.thewarp.net/war/tiger/disad.html
4)Point limits and Disadvantage (%) limits are enforced.

I have the final say on any character and if I think an attack or defense it to high I'll say something. Other than that I like to allow the players to build characters they like and want to play.

EternityShard
Feb 18th, '03, 10:43 AM
Originally posted by Agent X
My house rules aren't meant to be of publishing quality so there is something that I left out that you ought to consider. The Attack of Opportunity is a judgement call. It applies when someone moves through the hex in front of you and just simply is not taking proper precautions for defense. It is not meant to apply to anyone who moves up to attack you.

Your other point - that Hero has figured all this out because of the Phase-Turn system - I have to disagree with. If I (and I am not a super hero or a particularly good fighter) pin you against a wall and you don't resist, I guarantee you that I can hit you every Segment in a Turn.:)

I certainly didn't mean to come across as combative. If these rules work for you, then that is all that matters.

Now, as for hitting me every segment in a turn... Its hard to compare reality to the game, but consider this. Turns are segmented to help apply rules to a combat which really is taking place in one long smooth continuous time frame. In reality, its not, "My turn, your turn, my turn, your turn." No the rules of any RPGs combat system help us deal with all those actions.

I assume you'd agree that even against a helpless opponent, someone faster than you owuld hit him more, and someone slower than you would hit him less. However, in your construct, against a helpless foe, a SPD 1 person and a SPD 12 person can both hit that helpless foe 12 times in a Turn.

You pinning someone to a wall, or otherwise attacking a helpless foe shouldn't make you any faster, it should make you more accurate, or more precisely, make them easier to hit. So, one way to look at you 'hitting him in every segment' could simply be you using a maneuver that gives you multiple attacks at a penalty to your OCV (like Rapid Shot, or something similar). Since your opponent is helpless, their DCV is way down, or non-existant, so you can wail on him with lots of innacurate punches and they'll all (mostly) hit.

Over the course of a Turn, you've attacked much more than once-per-phase, and probably even more than once-per-segment when you average those attacks out over the 12 segments. In a realistic fight, you obviously can't punch me 3 or 4 times in a second for full damage, but by the game's combat constructs, you can do so, but then you wait a second or two, then hit me 4 times the next second after that. In real life those punches would have come evenly spaced over the course of the fight, not grouped into bunches on each of you Phases.

Anyways, that is how I interpret 1-action-per-turn (or per-round, or segment, or whatever) combat systems. If an opponent does something to leave themselves open (like any maneuver that lowers their DCV), then you have the opportunity to hit them with maneuvers that lessen your OCV and still hit them. That is what I meant by Attacks of Opportunity being built into the system. They are by virtue of the combat granularity.

...in my interpretation. This is not meant at all to tell you that your rule sucks, simply to help me see where you are coming from and offer an alternative perspective.

TheEmerged
Feb 18th, '03, 01:19 PM
Here's a link to a page with several of my rulings -- some are house rules, some are "I don't know what Steve/Aaron was on but don't try this with me" explanations, some are simple reactions to some of the things I've seen. Of particular note should be the expanded explanations about powers and frameworks.

Feel free to pick it to death :D

http://theemerged.blogspot.com/HeroRule.htm

Agent X
Feb 18th, '03, 05:33 PM
Originally posted by EternityShard
I certainly didn't mean to come across as combative. If these rules work for you, then that is all that matters.

Now, as for hitting me every segment in a turn... Its hard to compare reality to the game, but consider this. Turns are segmented to help apply rules to a combat which really is taking place in one long smooth continuous time frame. In reality, its not, "My turn, your turn, my turn, your turn." No the rules of any RPGs combat system help us deal with all those actions.

I assume you'd agree that even against a helpless opponent, someone faster than you owuld hit him more, and someone slower than you would hit him less. However, in your construct, against a helpless foe, a SPD 1 person and a SPD 12 person can both hit that helpless foe 12 times in a Turn.

You pinning someone to a wall, or otherwise attacking a helpless foe shouldn't make you any faster, it should make you more accurate, or more precisely, make them easier to hit. So, one way to look at you 'hitting him in every segment' could simply be you using a maneuver that gives you multiple attacks at a penalty to your OCV (like Rapid Shot, or something similar). Since your opponent is helpless, their DCV is way down, or non-existant, so you can wail on him with lots of innacurate punches and they'll all (mostly) hit.

Over the course of a Turn, you've attacked much more than once-per-phase, and probably even more than once-per-segment when you average those attacks out over the 12 segments. In a realistic fight, you obviously can't punch me 3 or 4 times in a second for full damage, but by the game's combat constructs, you can do so, but then you wait a second or two, then hit me 4 times the next second after that. In real life those punches would have come evenly spaced over the course of the fight, not grouped into bunches on each of you Phases.

Anyways, that is how I interpret 1-action-per-turn (or per-round, or segment, or whatever) combat systems. If an opponent does something to leave themselves open (like any maneuver that lowers their DCV), then you have the opportunity to hit them with maneuvers that lessen your OCV and still hit them. That is what I meant by Attacks of Opportunity being built into the system. They are by virtue of the combat granularity.

...in my interpretation. This is not meant at all to tell you that your rule sucks, simply to help me see where you are coming from and offer an alternative perspective. That's cool. I don't worry about Hero Philosophy. I just do what makes sense when I visualize the possibilities. An attack of opportunity, in this case, would not be considered a normal "action." It is particularly appropriate, in my mind, for supers who can deliver huge monologues in a second, etc.

Chris Goodwin
Feb 19th, '03, 09:38 AM
It seems to me that what you're thinking of as an "attack of opportunity" is really more like a "delay until..." action. Though if you really want to give someone the ability to attack off-phase having attacked already, why not just allow characters to abort to an attack? I don't see it as being that unbalancing, unless you let people keep aborting and aborting.... perhaps include a proviso that when you abort to an attack you can't do anything at all, not even abort to a defensive action, until your next actual Phase following the aborted one.

Keneton
Feb 19th, '03, 09:53 AM
Is this thread a house rule thread or the denbate over ONE house rule? You should sart a new thread and not kill this one!:(

Chris Goodwin
Feb 19th, '03, 02:46 PM
Originally posted by Keneton
Is this thread a house rule thread or the denbate over ONE house rule? You should sart a new thread and not kill this one!:(

Like that'll ever happen.

Seriously, threadjacking has a long, honorable history on the Hero boards. I see no reason to stop right now.

Agent X
Feb 19th, '03, 06:18 PM
I really don't care how many potential extra actions a character might be able to take in a given turn with my attack o' opportunity rule. It is not likely to come up and it is unlikely to produce an endless series of rolls because people shouldn't walk right by an opponent with no regard to their presence AND there is this thing called knockback AND there is this thing called endurance. I am not threatened by ignoring tradition.:)

Please resume sharing House Rules.

Chris Goodwin
Feb 20th, '03, 07:59 PM
And there is this little thing called a delayed phase. :)

(No offense intended, just a gentle razz. :D)

House rules. I made brief mention of this one in my first posting to the thread; here it is in all its glory.


Best in the West (Perk)

You're the best at something. You're the fastest, you're the strongest, you're the smartest, you're the most powerful, whatever it is you're Best at, you're the best there is at it; literally, no one has more points spent in that area than you. Pick one "schtick" to be the best at. You'd better have spent a lot of points on it, whatever it is.

In general, it costs 10 points to be Best in the West at something; this generally means you're the best in your country, or the best on your planet. To be the best in your solar system (assuming it's inhabited, at least as much population as Earth) costs 15 points; to be the best in this spiral arm costs 20 points; to be the best in this galactic quadrant costs 25 points; to be the best in the galaxy costs 30 points. It's possible to be second best, for 1 point less, or third best, for 2 points less, etc. There are as many best as the place, so there are two Second Best in the West, three Third Best, etc. Obviously, there's only one Best in any given place.

This Perk opens you up to take Disadvantages like Reputation: Best in the West, Hunted: Young Turks who want to Take You Out, Psych Lim: Gunslinger Mentality, and the like.

You might be able to exceed normal campaign limits and/or Normal Characteristic Maxima in one ability if you have this Perk; check with the GM.

Chris Goodwin
Feb 22nd, '03, 09:59 AM
I'm interested in hearing some feedback on this one.


Attack Must Hit Specific Location

If an attack must hit a specific Hit Location, the Chest (-3 OCV) is a -1/4 Limitation; each additional -1 OCV to hit the location is an additional -1/4. The location must be chosen at the time the Power is built. If the attack may hit multiple locations, the base value of the Limitation is based on the easiest one to hit, and the Limitation is worth 1/4 less for each additional location. If the attack doesn't hit the specified location, it has no effect.

If the character with this Limitation buys additional levels (either Penalty Skill Levels or Combat Skill Levels) specifically to offset OCV penalties for hitting specific locations, reduce the effective OCV to hit the location by the number of levels purchased. For example, if a character buys +4 PSLs vs. OCV Penalties for Head Shots, then attacks that must hit the head are treated as an effective -4 OCV (-1/2 Limitation).


This is intended to represent, for example, a Flash that must hit the target's eyes, an Entangle that must hit the target's hands, a sword that does extra damage if it hits the target's heart, and the like.

I'm not sure I've done the multiple locations part in a way that makes sense or feels right. I didn't want people building attacks that only work if they hit, for example, the head, chest, or vitals, and get a -1 Limitation.

Comments?

Edit: Added second paragraph of house rule to both original house rules and here.

Chris Goodwin
Feb 28th, '03, 09:57 PM
Wow. Have I killed the thread?

From my house rules document:


A character with Healing who takes one level more on the Time Chart than his Healing Power takes to use (taking Extra Time into account), paying Endurance for each individual usage, can automatically gain the maximum amount of Healing he could roll. For these purposes, a level on the Time Chart is considered to consist of five of the next smaller level; thus, a character spends five times the Endurance over the course of the full time period.

If the character, because of limited Charges, lack of Endurance, lack of time, or for any other reason is unable to follow through with the full course, he does not gain this benefit.

Example: If a character with 6d6 Simplified Healing with no Extra Time (thus able to use it every Phase) were to take a full Turn, he could Heal 12 BODY and 36 STUN, spending Endurance for Healing each Phase. If his Healing had Extra Time: One Minute, he could do the same thing by taking 5 minutes, spending Endurance each minute.



Note that this interacts with other rules I have regarding Healing. It represents the fact that, eventually, you will roll all 6's on your Healing dice, and for our purposes making five attempts will get you that roll. It is, in general but not strictly, meant to apply to Healing that is not Cumulative.

Keneton
Feb 28th, '03, 10:30 PM
You certainly did not kill the thread. Your ideas a very good. The Thread Jackers talking about the attack of opportunity stuff killed the thread.

It was Mr. Vimes, In the ballroom, with the lead pipe!
:D

MisterVimes
Mar 1st, '03, 07:29 AM
Originally posted by Keneton
It was Mr. Vimes, In the ballroom, with the lead pipe!
:D

Oh... it's always about ME, isn't it?!?!?!

Keneton
Mar 1st, '03, 04:09 PM
Originally posted by MisterVimes
Oh... it's always about ME, isn't it?!?!?!

Nah! I just know you are a good sport!

Now back to House Rules before you have another d20 meltdown on us! . . . "Snaps Whip":)

Syberdwarf2
Mar 1st, '03, 10:25 PM
Okay, this House Rule, as most of mine do, tends to focus on OOC conduct and events. You, see, I am a smoker and have tried unsecessfully many times to quit. I also am aware that there are many other gamers out there who smoke. Now, while I do NOT condone smoking (it's a filthy habit), I understand that a smoker "needs" to take that smoke break. So, basically, I let my players know that we will try to take breaks at intervals of no less than 1 hour apart, if for no other reason than to have an excuse to stretch the legs. Breaks last absolutley no more than 10 minutes.

As for drinking at games, that depends on two things;
1) The age of the players (for obvious reasons); and
2) The maturity of the players

my $0.02.....

Agent333
Mar 5th, '03, 04:06 AM
Among my bag-full of house rules...

Inverted Die Rolling System:
In Combat, attacker rolls 3D6 and adds his OCV total, if it exceeds the defender's DCV +10 it's a hit.

Players make defensive rolls in combat by rolling 3D6 +DCV against the attacking NPC's OCV +10.

Skill rolls are a simple 3D6 + figured skill bonus -10. If it's a positive result it's a seccess. The bonus is figured by subtracting 11 from the normal HERO skill number (and, yes it does skew the math, I like it that way)

Rapidfire/ Sweep Mastery: (Stop Sign)
For 10 points this combat skill changes the DCV penalty for the Sweep maneuver from DCV x1/2 to DCV -2. For an additional 5 points it removes the penalty entirely. This must be bought seperately for Sweep or Rapidfire maneuvers.

lemming
Mar 5th, '03, 01:43 PM
Originally posted by Syberdwarf2
As for drinking at games, that depends on two things;
1) The age of the players (for obvious reasons); and
2) The maturity of the players

Kind of interesting. Our games definitly have quite a lot of beer. A bunch of us are beer snobs.:cool: Though we also do scotch, wine, mountain dew, etc... Though the GM was threatening to cut me off from the dew, since I had ~80 oz of coffee pre-game at breakfast.

I actually use my flask as a prop in his game since the character seems to be developing a drinking problem. (Amongst other problems...)

MisterVimes
Mar 5th, '03, 02:13 PM
Originally posted by Syberdwarf2

As for drinking at games, that depends on two things;
1) The age of the players (for obvious reasons); and
2) The maturity of the players

Now, maybe it's a regional thing (I live in the south) but I have never been in a gaming group where people drank alcohol at a game... not even beer. Friday nights we'd be at the bar, but never during a game.

Starcorp Man
Mar 5th, '03, 02:23 PM
Lets see, off the top of my head the house rules I use are as follows:

1) Packages are used the way they are in 4th Edition (Reduce Cost)
2) Raising Everyman Skills cost 1 skill point less. Example: Professional Skill: Baker 11- costs 1 pt, not 2 if it's your primary Profession.
3) Style Disadvantage reduces Martial Arts cost as in 4th Edition.
4) Skill Modifiers: Athletic: Dex Skills, Intellectual: Intelligence Skills, Charismatic: Presence Skills (like Scholar, Scientist).
5) Heal does not have a limit.
6) Immunity to Disease is 3 pts.
7) No 14- Hunteds or DNPC's without a REALLY GOOD reason and a chance to make the game a lot more enjoyable by their inclusion.
Edit: 8) Elemental Controls are not drained when one power is drained. (Didn't like the rule when they had it in Adventurers club, don't like it now.)

I'm debating going back to 5 pts for Aid, due to the fact it's Cheaper to buy the characteristic outright, then it is now.

lemming
Mar 5th, '03, 02:38 PM
Originally posted by MisterVimes
Now, maybe it's a regional thing (I live in the south) but I have never been in a gaming group where people drank alcohol at a game... not even beer. Friday nights we'd be at the bar, but never during a game.

Well, my current group is definitly different, but none of us drink enough to have any real effect. Ya gotta know your limitations.

Syberdwarf2
Mar 5th, '03, 04:39 PM
Originally posted by lemming
Kind of interesting. Our games definitly have quite a lot of beer. A bunch of us are beer snobs.:cool: Though we also do scotch, wine, mountain dew, etc...

I need to join your group.... :D

Syberdwarf2
Mar 5th, '03, 04:47 PM
Ummm.... just wanted to clarify that I don't normally drink at games myself, but on rare occasions, one or three is okay. Personally, I'd rather focus on the roleplaying. Unless of course, the players just wanna goof off and have an all-out hack-n-slash slugfest.

That being said....

Outside of the gaming table, Friday and/or Saturday nights are a totally different story (depending on which one I use for gaming that particular week). Let's just say that the local Kareoke bar loves me (and my bar tab):D

Syber "dwarves are small vikings who drink lots of beer and sing....badly" dwarf2

Alibear
Mar 6th, '03, 06:05 AM
Originally posted by Lord Liaden
modifications from advice on the discussion boards (Thanks Alistair).

You're Welcome m'Lord. Imagine me taking a bow.:p

Starcorp Man
Mar 6th, '03, 08:54 AM
As for "House Rules," there is a No Drinking/Smoking policy, bring 5 bucks to chip in on food, be there on time and if you can't make it call.

nblade
Mar 6th, '03, 09:22 AM
Originally posted by MisterVimes
Now, maybe it's a regional thing (I live in the south) but I have never been in a gaming group where people drank alcohol at a game... not even beer. Friday nights we'd be at the bar, but never during a game.

I doubt its a regional thing. I think it just depends of the people in the group. For example one group I play with almost always has some sort alcohol, but another one I play in doesn't. I think the key difference between the two, the former considers gaming to be a more social event then the latter group. Strangely enough the former group tends to game a lot more.

Lord Mhoram
Mar 9th, '03, 01:15 PM
Not Exactly a house rule, but Starcorp Man's comment about bring 5 bucks made me think of this.

We have what is called the Punny Bank. It's an old jar, and whenever anyone makes a pun, bad joke or movie reference, they have to pay. The standard amount is a dime, but due to severity of the offence it can raise higher. The worst anyone had to pay was 1 dollar (and it was me) who riffed on the last two lines said, while making a mangled movie quote.

Also if someone makes a statement, or action that goes in the "record of heroes", everyone else throws in some pence in tribute to the wonderful moment.
Many times someone is feeling particulary punny and just drops a couple of bucks in at the start of the session.

Every few weeks we take out the change and buy pizza or somesuch with it.

zornwil
Mar 10th, '03, 12:21 AM
Originally posted by MisterVimes
Now, maybe it's a regional thing (I live in the south) but I have never been in a gaming group where people drank alcohol at a game... not even beer. Friday nights we'd be at the bar, but never during a game.

Just catching up to this thread after not looking at it a while. When I lived down south, with people who all grew up there, most people drank beer at the games.

zornwil
Mar 10th, '03, 12:27 AM
Originally posted by lemming
Kind of interesting. Our games definitly have quite a lot of beer. A bunch of us are beer snobs.:cool: Though we also do scotch, wine, mountain dew, etc... Though the GM was threatening to cut me off from the dew, since I had ~80 oz of coffee pre-game at breakfast.

And I'd like to point out that it was that game in which your character let the others transplant a long-time NPC's brain into a dog...I rest my case.

(Seriously, for everyone else's benefit, it was actually in character due to the below alluded "other problems")

zornwil
Mar 10th, '03, 12:30 AM
Originally posted by lemming
I actually use my flask as a prop in his game since the character seems to be developing a drinking problem. (Amongst other problems...)

PS, meant to say this in my last response - and yet, this character still rates as perhaps the most normal of the characters. I guess that says something about my games.:D