Post by gilbo on Feb 2, 2018 18:32:52 GMT
I have been thinking about a few rules modifications that I would like to implement. I know it's not really fair to change the rules halfway through a campaign but it's my game so I can do what I want.
Fluke Points
The current system is: start with 2 + CB + IB. This means that stupid characters can start with none. The reason I had this rule was to make having high CHA and INT desirable so they weren't dump stats for everyone. I did add in extra HP for high INT though, and CHA is useful for other things, so I am proposing scrapping this. Everyone would start with 2 FP, specialists get a bonus 1 at 1st level, everyone gets +1 at 4th, 7th and 10th.
Strikes
I am proposing that instead of causing an effect, strikes now do maximum weapon damage. (This does not apply to other dice such as +1d6 soldier damage).
Strike effects can be boosted by higher weapon skill ranks, rolling 20 or even 30 more than needed, and exceeding critical threshold.
On page 56 of the rules minor maims would be replaced by the standard strike effects.
A strike is also caused if the critical threshold is exceeded, even if the attack roll was not high enough to cause a strike. In this case a minor maim effect (like the old basic strike) is caused.
Example: a level 6 soldier (melee 6) hits a DF 6 opponent with a solar sword with a score of 16. This is a strike, so does max damage which is 18 + 1d6 + SB. The opponents CT is 15 so this elevates this to a minor maim on the arm. Melee 6 gives +1 strike potency so severs a hand.
Example 2: the same soldier hits with a score of 10. This is normally not a strike, but he rolls 3d6+1d6+1 damage and gets 17. This exceeds the CT, so again causes a minor maim, which with +1 gives the same effect as before.
Bonus dice
Soldiers, combat medics and subterfuge experts get bonus damage dice. As Dave has pointed out this is a bit OP. I would like to keep this for soldiers but rule that the dice can only be used on one attack per turn (or if desired split between the successful attacks). I propose replacing the others with a +2 bonus per die. i.e. instead of +2d6 you would get +4.
OK, so what do you think of these changes? Can anyone (e.g. Dave) see any problems or things I may have missed?
Fluke Points
The current system is: start with 2 + CB + IB. This means that stupid characters can start with none. The reason I had this rule was to make having high CHA and INT desirable so they weren't dump stats for everyone. I did add in extra HP for high INT though, and CHA is useful for other things, so I am proposing scrapping this. Everyone would start with 2 FP, specialists get a bonus 1 at 1st level, everyone gets +1 at 4th, 7th and 10th.
Strikes
I am proposing that instead of causing an effect, strikes now do maximum weapon damage. (This does not apply to other dice such as +1d6 soldier damage).
Strike effects can be boosted by higher weapon skill ranks, rolling 20 or even 30 more than needed, and exceeding critical threshold.
On page 56 of the rules minor maims would be replaced by the standard strike effects.
A strike is also caused if the critical threshold is exceeded, even if the attack roll was not high enough to cause a strike. In this case a minor maim effect (like the old basic strike) is caused.
Example: a level 6 soldier (melee 6) hits a DF 6 opponent with a solar sword with a score of 16. This is a strike, so does max damage which is 18 + 1d6 + SB. The opponents CT is 15 so this elevates this to a minor maim on the arm. Melee 6 gives +1 strike potency so severs a hand.
Example 2: the same soldier hits with a score of 10. This is normally not a strike, but he rolls 3d6+1d6+1 damage and gets 17. This exceeds the CT, so again causes a minor maim, which with +1 gives the same effect as before.
Bonus dice
Soldiers, combat medics and subterfuge experts get bonus damage dice. As Dave has pointed out this is a bit OP. I would like to keep this for soldiers but rule that the dice can only be used on one attack per turn (or if desired split between the successful attacks). I propose replacing the others with a +2 bonus per die. i.e. instead of +2d6 you would get +4.
OK, so what do you think of these changes? Can anyone (e.g. Dave) see any problems or things I may have missed?