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Old 05-05-2019, 08:34 PM
swaghauler swaghauler is offline
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Default Optional New House Rule I Borrowed

As you all know, I mod my games quite a bit. For those who don't know, I added various Difficulty Levels to the RAW V2.2 game system and simply "shift" up or down in Difficulty Level for modifications to fire combat like movement and cover. Here's a list of my Difficulty Levels in case you are looking at my posted "house rules" here in the forum. I figure a base skill just like RAW (Characteristic + Skill Level) but my Difficulty Levels are less Course than RAW.

EASY (2 X Base Skill)
ROUTINE (1.5 X Base Skill)
AVERAGE (Base Skill)
DIFFICULT (0.5 X Base Skill)
FORMIDABLE (0.25 X Base Skill)
IMPOSSIBLE (0.1 X Base Skill)

While I have no complaints about the system in general, on some occasions the characters can get overwhelmed by the reductions to a point where they cannot succeed at a skill check (without a crit anyway).

I was looking for an easy to employ and fast to mediate mechanical "penalty for things like a poor position in HTH or a temporary reduction due to an enemy's action. I found such a mechanic in a strange place... as a player in a D&D5e game. The mechanic in question is the ADVANTAGE & DISADVANTAGE Mechanic.

ADVANTAGE & DISADVANTAGE DURING PLAY:

The way this mechanic works is that the player rolls TWO 1D20s instead of just one. IF the character has ADVANTAGE, they take the LOWER of the two rolls and discard the higher one. IF the character is DISADVANTAGED, they must take the HIGHER of the two rolls and discard the lower one. This provides a sufficient penalty or bonus WITHOUT adversely affecting the base target number.

I can see this mechanic being employed when a player is disoriented by an attack but you don't want to fully punish them with a major base skill reduction or to give a small advantage to a character who does something original during play.

All in all, I find this mechanic a good addition to a Twilight2000 V2.2 game.
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Old 05-05-2019, 09:39 PM
Vespers War Vespers War is offline
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Back when D&D 5e was being playtested with the advantage/disadvantage rules that used to be called "luck" in AD&D 2e's Jakandor setting, someone ran the math and figured they're effectively equivalent to +4/-4 when calculating odds.
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Old 05-05-2019, 10:53 PM
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StainlessSteelCynic StainlessSteelCynic is offline
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That's a damned fine idea, it's a quick & neat rule that'll allow us to play around a little with the distinctions between Difficulty Levels without shifting an entire Level.

My experience with the Advantage/Disadvantage system in D&D 5th isn't so positive - there's a feeling around the table that, although the odds should be the same, the chance for success with Advantage is less than the chance for penalty with Disadvantage. As far as I know, nobody has checked to see if this is actually true or if it's all psychological but I do find that the rule itself has a middling to negligible impact on the game.
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Old 05-06-2019, 04:52 PM
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I too have experimented with using the Advantage/Disadvantage mechanic in my PbP T2K campaign. I see granting Advantage as a way to reward player effort. I don't think I'd implement disadvantage, though- the world of T2K is harsh enough.

I've also toyed with Inspiration Points, which are awarded by the DM/Ref for creative gameplay, problem-solving, exceptional RP'ing, and that sort of thing. A player can have one IP at a time and cash it in at a time of his or her choosing. Oh, your player just took a round to the head, resulting in an insta-kill? Cash in that IP and we'll re-roll the enemy's to-hit chance or the hit location. Want to throw that frag into the open commanders hatch of a T-72 at 20m? Cash in that IP to get two Thrown Weapon rolls.
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Old 05-07-2019, 09:00 PM
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Quote:
Originally Posted by Raellus View Post
I too have experimented with using the Advantage/Disadvantage mechanic in my PbP T2K campaign. I see granting Advantage as a way to reward player effort. I don't think I'd implement disadvantage, though- the world of T2K is harsh enough.

I've also toyed with Inspiration Points, which are awarded by the DM/Ref for creative gameplay, problem-solving, exceptional RP'ing, and that sort of thing. A player can have one IP at a time and cash it in at a time of his or her choosing. Oh, your player just took a round to the head, resulting in an insta-kill? Cash in that IP and we'll re-roll the enemy's to-hit chance or the hit location. Want to throw that frag into the open commanders hatch of a T-72 at 20m? Cash in that IP to get two Thrown Weapon rolls.
Your use of Inspiration Points reminds me of one aspect of the 2013 rules that I rather liked - the ability to sacrifice a piece of "useful" equipment to negate a damaging wound. By "useful" the implication was that items such as spare magazines, water bottles etc. etc. could be sacrificed but useless items could then be prevented from being hoarded to "trade in" whenever a wound was received.
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Old 05-08-2019, 01:51 AM
Lurken Lurken is online now
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Quote:
Originally Posted by StainlessSteelCynic View Post
Your use of Inspiration Points reminds me of one aspect of the 2013 rules that I rather liked - the ability to sacrifice a piece of "useful" equipment to negate a damaging wound. By "useful" the implication was that items such as spare magazines, water bottles etc. etc. could be sacrificed but useless items could then be prevented from being hoarded to "trade in" whenever a wound was received.
Oooh, I like that one. I'll use that in the future.
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Old 05-08-2019, 06:08 PM
swaghauler swaghauler is offline
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Quote:
Originally Posted by Raellus View Post
I too have experimented with using the Advantage/Disadvantage mechanic in my PbP T2K campaign. I see granting Advantage as a way to reward player effort. I don't think I'd implement disadvantage, though- the world of T2K is harsh enough.

I've also toyed with Inspiration Points, which are awarded by the DM/Ref for creative gameplay, problem-solving, exceptional RP'ing, and that sort of thing. A player can have one IP at a time and cash it in at a time of his or her choosing. Oh, your player just took a round to the head, resulting in an insta-kill? Cash in that IP and we'll re-roll the enemy's to-hit chance or the hit location. Want to throw that frag into the open commanders hatch of a T-72 at 20m? Cash in that IP to get two Thrown Weapon rolls.
You're limiting your options not using DISADVANTAGE. It is the ideal mechanic for a temporary penalty due to player positioning or behavior. It would be useful for inflicting penalties on the "bad guys" too.

I like the INSPIRATION mechanic BUT two of my players come from the "gritty realism" camp and might not approve. The other two come from the "in video games every hero is invincible after the third encounter" camp. I must walk a fine line between the two camps.

This is my one really major complaint about D&D 5e. It creates "superheroes" NOT "adventurers" in the vein of old AD&D. The FEATS are over the top and EVERY CLASS has access to magic. WTF? Give me what my nephew calls "Vietnam Era AD&D" every time!
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Old 05-08-2019, 06:20 PM
swaghauler swaghauler is offline
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Oooh, I like that one. I'll use that in the future.
There are several decent rules in TW2K13 that can be "retrofitted" to the other editions.

- They have the best Coolness Under Fire rules in my opinion.
- The use of QUALIFICATIONS (essentially a skill within a skill) is a very good idea.
- Their scrounging rules are second to none.
- I even like how they do Frag and Concussion (called Blast Damage).

It is worth picking up and Far Future Enterprises has it on CD-Rom.
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Old 05-08-2019, 06:23 PM
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Quote:
Originally Posted by StainlessSteelCynic View Post
Your use of Inspiration Points reminds me of one aspect of the 2013 rules that I rather liked - the ability to sacrifice a piece of "useful" equipment to negate a damaging wound. By "useful" the implication was that items such as spare magazines, water bottles etc. etc. could be sacrificed but useless items could then be prevented from being hoarded to "trade in" whenever a wound was received.
I've done this unofficially quite a few times, as GM. I wonder if my players realize that I'm deliberately helping them out, and whether they appreciate it or resent it.
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Last edited by Raellus; 05-08-2019 at 06:33 PM.
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Old 05-08-2019, 06:41 PM
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Originally Posted by swaghauler View Post
You're limiting your options not using DISADVANTAGE. It is the ideal mechanic for a temporary penalty due to player positioning or behavior. It would be useful for inflicting penalties on the "bad guys" too.
Maybe, but I feel like players punish themselves within the rules by taking foolhardy, reckless actions. If a player charges a machine gun nest across 100m of open field, logical consequences will very likely follow. Rolling Disadvantage against the PCs in additional to circumstantial factors is practically a guarantee of disastrous results. I'd never thought about using it for OPFOR, though.

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Originally Posted by swaghauler View Post
I like the INSPIRATION mechanic BUT two of my players come from the "gritty realism" camp and might not approve. The other two come from the "in video games every hero is invincible after the third encounter" camp. I must walk a fine line between the two camps.
I get it. As a GM, you've got to be judicious, and set reasonable limits.

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Old 05-09-2019, 03:32 PM
swaghauler swaghauler is offline
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Maybe, but I feel like players punish themselves within the rules by taking foolhardy, reckless actions. If a player charges a machine gun nest across 100m of open field, logical consequences will very likely follow. Rolling Disadvantage against the PCs in additional to circumstantial factors is practically a guarantee of disastrous results. I'd never thought about using it for OPFOR, though.



I get it. As a GM, you've got to be judicious, and set reasonable limits.

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I have a "min-maxer" (our European members would call him a "munchkin") I have to keep a tight reign on. To give you an idea of how bad it is, He played a BUGBEAR Barbarian/Bard multiclassed character in D&D5e. He literally "dissects" a rulebook looking for "exploits" to increase his chances of dominating the game.
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Old 05-09-2019, 10:13 PM
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Originally Posted by swaghauler View Post
I have a "min-maxer" (our European members would call him a "munchkin") I have to keep a tight reign on. To give you an idea of how bad it is, He played a BUGBEAR Barbarian/Bard multiclassed character in D&D5e. He literally "dissects" a rulebook looking for "exploits" to increase his chances of dominating the game.
Yeah, got one of them here two. Delves deep into the books to find the absolute "best" mix of class/race/skills.
Have another who tends to fudge rolls if you're not closely watching each and every one. Not sure which of them is worse....
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