Critique my untested House Rules
Posted: Tue Oct 23, 2007 2:34 pm
Hey you crazy kids! I want your brains!
I was thinking about problems I have had when running Palladium games with new players which is mostly my experience since I run at conventions. Here are some ideas for house rules I plan to test out. Give me your thoughts! Brains!
ATTRIBUTE ROLLS
Like skills, all attributes can be rolled as a percentage which is now listed on the character sheet. The percentage is your score x 5%. 96%-100% is a failure / fumble...however if your skill is 100% or more, it acts as a buffer when the GM throws penalties at you. Your skill percentage represents "vs. a normal task" and if the job is tough, the GM could impose a -10%, -20%, etc which is where having a high stats is a benefit (plus high stats still give you their other bonuses). If you ever played CoC or RuneQuest, you've seen how this works.
NEW COMBAT SYSTEM IDEAS
I want faster, less complicated combat, but still keep the Palladium flavor of back-forth action. Here's what I've been thinking in my crazy brain for Initiative, Actions and Criticals.
INITIATIVE
Initiative is rolled for the entire battle. Ties go to PC hero or the higher level or higher Physical Prowess. Anyone can spend one action to "refocus" to re-roll their Initiative.
BONUS ACTIONS PER COMBAT
Everyone now has ONE action per round. The number of Actions per Turn is now called "Bonus Actions Per Combat" and you can use one bonus action per round. This represents how everyone is all hot and energetic at the beginning of the fight, but wear down as the fight progresses and the hero who wisely conserves his strength or chooses to strike at the right moment wins the day. So if your Nightbane has 5 attacks normally, you now have 1 per round and the Nightbane can decide when to start using those bonus actions. Maybe he will attack twice in one round. Maybe he will attack once and use a bonus to dodge. Maybe he will go all defensive and save both for parrying.
Since all creatures get a base 2 actions, I am thinking about reducing the Bonus Actions by 2...at least for NPCs. This would give the PC heroes more breathing room and allow the GM to throw some more dangers at them. As for the Boxing skill, I just cut out that "extra attack" part and keep the stat bonuses.
Also, for those weapons that say they only allow X shots per turn, my thought is to limit that to per combat. Consider that the weapon overheating.
NATURAL 20
Double damage against unarmored foes or vehicles; armored foes take normal damage, but an equal amount slams into their personal SDC as well. This represents the squishy guy in the armor getting some shock to the system when their armor gets whammed.
I was thinking about problems I have had when running Palladium games with new players which is mostly my experience since I run at conventions. Here are some ideas for house rules I plan to test out. Give me your thoughts! Brains!
ATTRIBUTE ROLLS
Like skills, all attributes can be rolled as a percentage which is now listed on the character sheet. The percentage is your score x 5%. 96%-100% is a failure / fumble...however if your skill is 100% or more, it acts as a buffer when the GM throws penalties at you. Your skill percentage represents "vs. a normal task" and if the job is tough, the GM could impose a -10%, -20%, etc which is where having a high stats is a benefit (plus high stats still give you their other bonuses). If you ever played CoC or RuneQuest, you've seen how this works.
NEW COMBAT SYSTEM IDEAS
I want faster, less complicated combat, but still keep the Palladium flavor of back-forth action. Here's what I've been thinking in my crazy brain for Initiative, Actions and Criticals.
INITIATIVE
Initiative is rolled for the entire battle. Ties go to PC hero or the higher level or higher Physical Prowess. Anyone can spend one action to "refocus" to re-roll their Initiative.
BONUS ACTIONS PER COMBAT
Everyone now has ONE action per round. The number of Actions per Turn is now called "Bonus Actions Per Combat" and you can use one bonus action per round. This represents how everyone is all hot and energetic at the beginning of the fight, but wear down as the fight progresses and the hero who wisely conserves his strength or chooses to strike at the right moment wins the day. So if your Nightbane has 5 attacks normally, you now have 1 per round and the Nightbane can decide when to start using those bonus actions. Maybe he will attack twice in one round. Maybe he will attack once and use a bonus to dodge. Maybe he will go all defensive and save both for parrying.
Since all creatures get a base 2 actions, I am thinking about reducing the Bonus Actions by 2...at least for NPCs. This would give the PC heroes more breathing room and allow the GM to throw some more dangers at them. As for the Boxing skill, I just cut out that "extra attack" part and keep the stat bonuses.
Also, for those weapons that say they only allow X shots per turn, my thought is to limit that to per combat. Consider that the weapon overheating.
NATURAL 20
Double damage against unarmored foes or vehicles; armored foes take normal damage, but an equal amount slams into their personal SDC as well. This represents the squishy guy in the armor getting some shock to the system when their armor gets whammed.