Re: DH: Rules Discussion
Here are the house rules I use. I think #1 is important to keep the game going. Face to face maybe not so much. Some of the rules obviously only apply to play by post gaming but I figure I'd post them all. Feel free to steal the list!
1. No player killing unless there is a good reason. You certainly do not have to be best buddies with the other players and can cheat, lie to, undermine, backstab (not literally), steal from ect. the other players but please no attacking other known players unless there is a very good reason. This prevents that player from burning a FP if they die and then getting revenge causing the attacker to probably die and spent a FP...
2. Try to avoid double-posting. ie. "I punch him in the face and walk off." If there is a chance it will not work, or there will be another reaction slow it down. ie. "I TRY to punch him in the face. If that works I'll walk away angry." In this example you could miss, and you might not be let off and able to walk away. If you think it would require a roll please go ahead and roll it to be safe. If it does not need a roll the result will be ignored.
3. You can roll your own dice if you want. Please cut and paste the results. I will roll for you if you do not, often from home with real dice so you may not see the result. If you use the dice roller I expect you to inform me of the rolls, there is nothing worse than seeing it used and only being informed by cut and paste of the successful rolls. If you do roll your own rolls telling me how many degrees of success you think you got, location, and damage rolls would also be helpful.
4. Please try describe objects with strange sounding names. It helps to invoke a feeling that tech is strange and mysterious for the everyday man.
5. Please try to be very specific about what gear is on you, and where it is located. All weapons assumed to be holstered unless I am told otherwise. Also if a weapon is jammed, broken, or empty, it will remain so until you tell me you are taking the time to fix it. If you run out of bullets at the end of a fight don't forget to reload.
6. Surprise is deadly and only lasts a 1/2 round. You may only take a half-action in the surprise round.Having second thoughts about that one.....
7. Righteous Fury! Anyone can trigger this, even NPC's.
8. Fate points! Fate points are VERY rare and will not be given out lightly.
9. Combat. Try to post multiple actions so I do not have to ask every round what people are doing if nothing happens. ie. I attack with aimed shots until I get hit.
10. "Give 'em both barrels!" Characters armed with a regular, double-barreled shotgun can fire both barrels at once, making one attack roll. If a hit is scored +1 dam (Dam d10+5I). Firing both barrels the shotgun is treated as not having the "reliable" trait for that shot, and will jam normally.
11. Parrying requires a half action (parry stance) and a readied melee weapon
but anyone may use it. A primitive shield grants firers -10 BS if they are using primitive weapons, and a regular shield grants -10 BS to all attacks (except explosive).This is to put it more in lines with WFRP.
12. Double barreled shotguns may interrupt loading and only load one barrel. Both barrels may be loaded with different ammunition loads if desired, and when the PC fires they decide which was fired.
13. Stub pistols, pump-action shotguns, hand-cannons, and any other weapons with an internal magazine may also interrupt loading and load 3 rounds in one action.
14. Healing. Lightly wounded characters heal 1 point a day, the Int bonus of the healer if added by a medicae check. If the character rests the whole day they may also add their T bonus. Heavily wounded heal 1 a day with a medicae check, 1 a week without plus their T bonus if they spend a week of full rest. Critically wounded heal 1 a day with a -10 medicae check, none without. Psychic healing may only be safely done every 24 hours.
15. Fury rolls with a flame weapon will require the target of the attack to make another AG check and if it is a fail then they are hit for d10 more damage. If the extra damage roll is a 10 repeat.
16. Any rolls which you will not know if you passed like silent move, awareness, etc. will be made by me.
17. Lumbering. Anyone with a movement of 1 who runs only gets a -10 to be shot.
18. Adepts can have a hive background as well as the other listed ones.
19. Any hit to the head that causes damage requires the target to make a T test or also suffer a level of fatigue in addition to any other critical effects.
20. Characters may spend a FP (which they get back in 24 hours of course) to heal a point of damage each morning. They can even spend more than one. This represents miraculous healing, a strong will to live...whatever. It will make a character a little less effective that day as they will have less FP for re-rolls and whatnot, but help them to heal a little faster. This extra healing takes place before regular healing and may even bump a character from heavily wounded to lightly.
Thoughts? Comments? Questions?
This message was last edited by the player at 16:28, Wed 21 Jan 2009.