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Old 07-03-2009, 06:40 AM
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Join Date: Sep 2008
Location: Norways weather beaten coasts
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Default house rules

We made the V2.0 rules go like this :
every character ,NPCs etc get a move every phase ,who goes first is then determined by initiative,agility or skill or in the rare case of a total equality luckof the dice

(agility minus bulk rules apply if in a who shoots first situation )

I guess we never loved the idea that a Navy Seal with init 6 could clean his finger nails for 20 seconds when facing an NPC with init 2 and then beat him to the punch with an agility minus bulk calculation come the npcs turn to act .

Instead we use the initiative rules to suss out who keeps cool and can act coherently by applying initiative checks in dangerous situations .If you fail by say 3 -thats the amount of phases you are going to panic/freeze/hesitate up or whatever you can say is more likely to happen to the untrained and in experienced troops on a battlefield .

Also we changed the damage rules alot ,
firstly using D12 instead of D6 to make weapons more deadly ,
using critical hit rules (damage 3 means 30% chance of critical hit )
new critical hit tables with a lot of nasty effects .

We changed the rate of fire to match the real world rate of fire by doubling the allowed number of bursts to be fired (not the ROF stats of the guns pr se ).

Amongst other things .

I guess any system can be as dangerous or lenient as the GM makes it out to be .
But the game designers obviously had put in elements of hesitation and time managment as defaults in the rules.We did away with most of these and let the initiative rules handle these things and let the recoil rules speak for themselves in the event of anyone letting of a long ,protracted burst with an auto weapon ( recoil will build up and reduce hit probability quickly).

I guess we have altered the original rules alot overthe years and certain house rules are now so embedded in the play that our group hardly remembers the original rule they were based on .

Our latest project were the melee rules that we found to simplistic .We made up a system where you get a number of moves /attacks pr phase that correspond to your skill set .That way we hope to mimick real life where a highly trained fighter will make mincemeat of an untrained one in short order in most cases - high strength and agility can come into play but is less effective than actual skill.

All of these are to be found on our site under house rules btw.
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