Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Sunday, April 25, 2010

Tales from Fairview: House Rules

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 :)

Monday, February 26, 2007

LOLAD 2: Rules Changes

LOLAD2 BESM will differ from standard in some regards.

To whit, character advancement.

AP and SP are given out, as normal.

BUT! It requires 3-5 AP to increase Body, Mind, or Soul and ditto for removing Defects. The latter MUST be RPed as well. Failure to do so leads to the high end of the spectrum, or GM fiat saying: "No, you can't remove that." For stats, you need a 2 (Or more) to justify spending the points to increase the stat. Stats won't be allowed higher than 8, ever. Skills, otoh, can go higher than 6 with GM permission.

Now, I sleep!