On Wed, 24 Nov 2004 23:22:18 GMT, "Bradd W. Szonye"
<bradd+news@szonye.com> wrote:
<snip>
with the certainty of a new campaign starting with the New Year, I'm
in full swing of campaign prep work. I've got about 2 experienced
players, and 3 newbies, and one semi-newbie.
So, here's my write up of some "Fast Hero" house rules--I think they
embrace my main speed worries, and utilize various aspects of the
discussion that has went on here. Feel free to copy, mutilate, deride,
alter for your own needs.
Fast Hero House Rules
Combat-to Hit rolls use the following formula.
Start with 11; add your complete OCV (Base levels, skills, situational
modifiers). Get Offensive Value
Roll 3d6. Subtract 3d6 total from Offensive Value: announce this
number as the DCV you have hit. GM will tell you rest.
Damage rolls.
Any normal attacks (counts full dice total as result, and body per
normal damage) may call 'average damage). You get 1 Body per dice, and
3.5 stun (round up). Players may use the same rules for entangles,
flashes and other special rolls. Full dice rolls may be done for
special situation attacks, pushed attacks, or killing attacks. Big
Hint: on your sheets, write down the average damage for your attacks
at normal strength. The question "what's the average damage from an X
dice attack" should come up once, and never again.
Knockback rolls.
Knockback (except for attacks with improved knockback advantage, or
when player announces he wants to roll for full knockback) shall be
done in the following way. For every full dice of knockback modifier,
simply count this as -3.5 inches (round up) subtracted from body of
attack. The GM may permit normal knockback dice rolls at player
request.
Combined Dice rolls.
When rolling attacks, players should combine dice rolls whenever
possible. For example, if the attack is a killing attack, the player
should roll the to hit dice damage dice, and stun multiplier at the
same time. Entangle attacks should be rolled with the to hit roll.
If knockback dice are being rolled, roll those dice as well.
Preparation Work:
Players should have all preparation work ready before their turn.
Power pools should already be written out, etc. If this isn't ready,
your action may be delayed until you are ready. Any paperwork after
the action can be done once your turn is done. (IOW, record your
endurance, charges, lost end, stun, body, etc after your action is
complete).
Mook Rules:
When fighting non important NPC's, the following rules will be used;
attacks that get Body through the targets defenses that do Body equal
to the targets original Body value kill the target instantly. Non
important NPC's do not get recoveries. NPC's already unconscious by-10
or greater will not have knockback damage rolled. The GM may even
invoke "quick KO" rules where NPC's that are stunned are simply
considered knocked out. (Swarms of agents/minions)
Combat Focus:
Pay attention during actual combat, and combat will go much quicker.
Limit discussions with others to a volume that doesn't interrupt the
GM when it isn't your turn. Pay attention to the phase and Dex order;
if you don't respond when your turn and Dex order is called, your
action is delayed.
Your Combat Card:
Your combat card (laminated) tracks your status during Battle: this
card will be updated prior to start of the session, filling in
essential combat statistics, stun, endurance, body, endurance
reserves. The card will have your phases, dexterity, and other
important quick reference information. The GM will give you your
combat card at the start of the session, you will return it at the
end. This saves wear and tear on character sheets. There is a note
section on the combat card: if a GM asks for your Combat card, makes a
notation, and returns it, refer to the note section, and follow
instructions accordingly. If the note says 'status quo', this means
your information was needed, but no change has happened (or at least
noticed) by your character. You may not tell other players that the
note said 'status quo', or share any information unless the note
specifies so. This helps the GM fight the metagame factor of
suspecting and attacking whoever gets a note from the GM. I might just
give you a status quo notation just to keep others from using the
combat card as some form of warning system. Please honor the spirit of
this rule. There are mentalist villains with mind control and
illusion in the campaign; do not take notice of a privileged
communication between the GM and player and let it affect your
characters actions. Abuse of this will result in the loss of
experience, or the GM getting grumpy.
incrdbil
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