A Question a Day #6 - Name One Rule to be Changed
- Marcus Bone
- Site Admin
- Posts: 492
- Joined: Tue Apr 04, 2006 5:13 am
- Location: Wellington, New Zealand
- Contact:
A Question a Day #6 - Name One Rule to be Changed
So the developers of some future version of DC come to you and say - you change change one rule, and just one, what would it be?
Owner of http://www.darkconspiracytherpg.info and other great RPG websites -
- Stormbringer! - Supporting the Eternal Champion RPGs at http://www.stormbringerrpg.com
- Unbound Publishing - Bringing back the fear - http://www.unboundbook.org
- Stormbringer! - Supporting the Eternal Champion RPGs at http://www.stormbringerrpg.com
- Unbound Publishing - Bringing back the fear - http://www.unboundbook.org
- Marcus Bone
- Site Admin
- Posts: 492
- Joined: Tue Apr 04, 2006 5:13 am
- Location: Wellington, New Zealand
- Contact:
Re: A Question a Day #6 - Name One Rule to be Changed
For me it's Initiative - I have my own custom systems that I've used in the past, but somewhere deep in there must be a solution!
Owner of http://www.darkconspiracytherpg.info and other great RPG websites -
- Stormbringer! - Supporting the Eternal Champion RPGs at http://www.stormbringerrpg.com
- Unbound Publishing - Bringing back the fear - http://www.unboundbook.org
- Stormbringer! - Supporting the Eternal Champion RPGs at http://www.stormbringerrpg.com
- Unbound Publishing - Bringing back the fear - http://www.unboundbook.org
Re: A Question a Day #6 - Name One Rule to be Changed
Initiative was a major change in our house rules as well.
Military had 1d6. Non-military had 1d4. That number equated to a # of d6 rolled during combat. PCs then acted on their initiative and every positive initiative after subtracting 10. (So an ex-military with an initiative of 5 for example, rolls 5d6 and gets 22 - he'd act on 22, 12, and 2).
High initiative folks still act more often but it's less of a landslide.
Automatic fire was the second major overhaul, resolved with a D20 (like most skill rolls) instead of d6s because we weren't thrilled with how useless firing a weapon on full automatic was after accounting for distance and recoil.
Military had 1d6. Non-military had 1d4. That number equated to a # of d6 rolled during combat. PCs then acted on their initiative and every positive initiative after subtracting 10. (So an ex-military with an initiative of 5 for example, rolls 5d6 and gets 22 - he'd act on 22, 12, and 2).
High initiative folks still act more often but it's less of a landslide.
Automatic fire was the second major overhaul, resolved with a D20 (like most skill rolls) instead of d6s because we weren't thrilled with how useless firing a weapon on full automatic was after accounting for distance and recoil.
"The further I get from the things that I care about,
the less I care about how much further away I get..."
Fear of Ghosts - The Cure
the less I care about how much further away I get..."
Fear of Ghosts - The Cure
Re: A Question a Day #6 - Name One Rule to be Changed
Likewise - as did GDW eventually, although in their revision it was still pretty much a lottery.
So many rules I don't like - the one that does stick in the mind (and possibly I'm remembering it wrong) is someone driving a car does so in every phase but can't initiate any actions until they reach a phase where their initiative allows them to act. Imagine an initiative 2 character pootling along in their Yugo trying to escape the baddies "Bloody hell, who put that wall there? Oh no I can't brake, we're only on phase 3. Arrggh - - CRASH!!!" Surely it's not meant to work like that?
"There's a lot of dignity in that, isn't there? Going out like a raspberry ripple."