This is a revision of the previous house rules (since that one lacked clarity). "Funky stuff" is a technical term for weapons doing other effects than just damage.
Critical Hits
As per the normal rules, difference of 12 between attacker and defender nets double damage for the attacker. 12 more is triple and so forth. Rolling a 12 to hit (and not getting that difference) only nets double damage if one has Critical Strike. The GM confused the two as the same thing.
The Dreaded 2
Rolling a 2 to attack or defend. If you still win the attack or defense, you do so very poorly and, if it is an attack, funky weapon stuff doesn't work at GMs discretion. Perhaps more importantly, your opponent realizes how badly you stumbled and may get a bonus to their next attack or defense. For the most part, it's intended to be RPed as situations dictate.
Rolling a 12
If you roll a 12, you hit. If the defender still wins the roll, attackers damage is limited as equal to ACV (and, at GMs discretion, no funky stuff). If you get a 12 and win, the opponent may suffer a morale loss and so forth based on how awesome you were. On the flip side, they're also aware of what your limit for 'best' is.
Both the 12 and 2 are meant to be largely RPed in terns of story effects. If you succeed because of a 12, it looks really awesome. If you fail because of a 2, it looks that much worse. If either results in critical hit/failure, you screw the pooch badly or open up a can of awesome.
Ties
This is the real rules revision: Ties now go to the defender in a battle, not the attacker.
Divine Relationship
A few things: it can only be used once per round and the total refreshes every day, not every game session. Also, if you do use it in combat, this is noticed by the foe. You almost fail, manage to recover at the last moment and so on. This will get noticed if it happens more than once in the same fight, and if the battle is anything Official, cheating may be called :)
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