RolePlay onLine RPoL Logo

, welcome to MSH - After the Vanishing

20:13, 26th April 2024 (GMT+0)

House Rules, Rulings, etc.

Posted by JudgeFor group 0
Judge
GM, 5 posts
Jury
Executioner?
Sat 5 Jun 2021
at 19:49
  • msg #1

House Rules, Rulings, etc

This thread will outline my house rules as well as be a place for rulings made during play, if any. Some of these are done to make modifications to how the game works for smoother flow and/or make it work more logically (in my mind at least). Others are to impact gameplay in this medium (i.e., RPoL) or to make it easier to advance a character, considering that this medium is generally slower moving than tabletop gaming, and therefore harder to feel progress in.


Using Karma for FEAT rolls

Affecting FEAT rolls with Karma works per RAW. However, with the way that posts are made and the need to declare a use of Karma in this fashion before the roll is made, it could easily take hours or days to resolve a single FEAT roll due to posting and the fact that people have real lives.

However, the RPoL Dice Roller has this neat little "Reason for Roll" field. In order to use Karma on a roll, you must note it as such in the "Reason for Roll" Box. If you do not do so, you cannot use Karma on that roll.

So, a character who rolls to hit in slugfest combat that needs to use Karma to make sure the hit succeeds should be putting something like "vs Fighting (Rem), using Karma to get Yellow". You don't have to specify what color you are trying to get in the Reason for Roll field. That can be explained in the post. But you must say in that field that you are using Karma. As usual, a minimum of 10 points must be spent if you do, regardless of the roll you make.

Gaining new Power Stunts

Power Stunts are powerful, yes. But they are also the spice that adds flavor to the game. Karma should flow pretty freely, but if a new stunt costs 100 Karma every time you attempt it, then a Player may be hesitant to develop what could be a defining element to their character. So I'm changing how Power Stunts can be developed.

Developing a new Power Stunt is a process.
  • The first time a stunt is attempted, the player will pay 100 Karma, and must make a Red FEAT to accomplish the stunt. If this roll fails, the Karma is lost and the process must be started over. This roll (and Karma expenditure) must be made during actual play, not during downtime or training (unless the "training" is being played out).
  • The next three times a stunt is attempted, the player must make a Yellow FEAT.
  • The next six times a stunt is attempted, the player must make a Green FEAT.
  • Failing the Yellow or Green FEATS does not reset progress. It simply means the stunt was not successful and the "count" of successes remains the same.
  • During downtime, and out of play training, no more than once per day, the player may have a free success on the Yellow or Green FEATs without rolling. This reflects concentrated practice to perfect the stunt instead of pursuing other interests.
  • A roll of a natural 01 on any of these FEATs means that the Karma is lost and the player must start the process over, spending the 100 Karma again.
  • Once all ten FEATs are made successfully, the stunt is treated like a normal part of the Character's Power.


With a little luck (and maybe a little Karma spent to make the rolls successful), this process is less expensive, but still reflects the process of development included in RAW. With some unlucky rolls, it is possible that it may cost a bit more. But in general, it should be much less expensive to expand the capabilities of a specific Power, as opposed to gaining a whole new Power.


Cresting

Nope. Nuh-uh, not gonna happen. Raising Ranks is already expensive enough Karma-wise. If you "crest" into another Rank, be it for Abilities, Resources, Powers, whatever, you will not be required to pay an additional amount of Karma to "crest" into the next Rank.

Power Addition

The cost for adding a completely new power is reduced to 1000 Karma plus 20 x the Starting Rank number. Note that this is going to require some pretty good in-game rationale as well. Comic heroes do not often develop whole new abilities. The Judge is more likely to grant this if your new power is closely related to one you already have, but the rationale must still exist.

Gaining Talents

The cost for gaining a new talent is reduced to 250/500 Karma. Otherwise it works as per RAW. Note that since Talents represent fairly broad areas of training, there should be some sort of in-game nod to the time required. A character cannot simply attend a beginner's Karate class one day and come out with a new Martial Arts talent, or skim through a textbook and add Electronics or Engineering. Some talents represent years of focused study and may be impossible to be added unless the Judge is feeling very generous. A few weeks spent taking courses in First Aid is not enough to justify a Medicine talent, but could certainly justify a First Aid talent.
Sign In