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House Rules.

Posted by GMFor group 0
GM
GM, 2 posts
The Gamemaster
Wed 19 Oct 2022
at 02:30
  • msg #1

House Rules

I will post my House Rules for the 4e Basic Roleplaying Quick-Start Edition in this thread.
GM
GM, 4 posts
The Gamemaster
Wed 19 Oct 2022
at 04:55
  • msg #2

House Rules

MY 4e BRP QUICK-START EDITION HOUSE RULES


Generating Starting Characteristics:  The Player rolls 2d6+6 nine (9) times and drop the lowest two (2) scores, and then the Player assigns the remaining seven (7) scores the PC's Characteristics as desired.

The intention and reasoning behind this decision:  The Player Characters will be hardened soldiers and combat veterans of 1940's World World II, and are survivors by nature.  Naturally, to that end, the PC's starting Characteristics are unusually higher than the human average.

Initiative Rolls:  The Player rolls 1d12 + DEX to determine the PC's Initiative Order and DEX Ranks to spend for that Combat Round.  The Player makes an Initiative Roll for each and every Combat Round.

The intention and reasoning behind this decision:  In the early days of Chaosium Inc., the company made a universal decision and mandate to never use a d12 again in any of their published games.  As a fan of dice, I have gleefully added the d12 back into a BRP game.  Also, this gives the PC's more versatility and flexibility in a Combat Round with the addition of 1d12 bonus DEX Ranks.  Lastly, with the addition of the bonus 1d12 Dex Ranks it will reduce the number of tied Dex Ranks in the Combat Round.

Damage Bonus Chart:  My chart replaces the published chart for Damage Bonuses.

The intention and reasoning behind this decision:  I cut my teeth on BRP games with 3e RuneQuest from Avalon Hill.  I find that the Damage Bonuses as written are too high, and so I have modified the chart.  This will also lend to the Player Characters being made of tougher stuff and being grizzled veterans as it will take more damage to take them down.

Damage Bonus Chart
STR + SIZ / 2Bonus / Penalty
01-03-1d4
04-06-1d3
07-09-1d2
10-12+0
13-15+1d2
16-18+1d3
19-21+1d4
22-24+1d6
(Each +4)(+1d3)

GM
GM, 5 posts
The Gamemaster
Wed 19 Oct 2022
at 16:35
  • msg #3

House Rules

Fate Points

Power Points (PPs) can be used as a resource to affect the results of dice rolls and the game itself.  This can be the equivalent of a “get out of jail free” card, allowing you to break the rules in a limited fashion during the course of play, and potentially increasing your character’s effectiveness as well as his or her chances of survival.

Your character can use his or her PPs for something other than to simply fuel Powers.  Here are a few ways PPs can affect game play other than as a Power source:

You can spend 3 PPs to re-roll any percentile dice roll.  This can be declared after the initial roll is made, though the results of the second roll are considered final.  You cannot re-roll a reroll.  Success in this re-roll does not count as a successful skill use for the purpose of gaining an experience check.

You can spend 3 PPs to ignore a Skill and trust fate, using your Luck roll as if it were Difficult to determine the chance of success or failure, rather than the relevant skill.  This can only be used for Skills, not Resistance or Characteristic rolls, and cannot be re-rolled using the guideline presented above.  This does not count as a successful skill use for the purpose of gaining an experience check, and cannot be used for increasing POW.

You can ignore Damage taken from a single attack at the cost of 2 PPs per point of damage.  This is the equivalent of armor, and any damage points thus absorbed are simply ignored; they do not count towards Knockback or other Effects.  The GM will require the Player to make up an excuse for how the damage was shunted away, such as the old “bulletproof whiskey flask in the front pocket” or some other dramatic explanation.

You can spend 4 PPs to shift the result of one dice roll you make towards a more beneficial result, such as turning a Fumble into a Failure, a Failure into a Normal Success, a Normal Success into a Special Success, or a Special Success into a Critical Success.  This can only be used on dice you roll for your character, and cannot be applied to dice that have been re-rolled.  You do not need to declare a dice shift before the dice are rolled, and can shift the result by as many categories as you have PPs to spend.  Use of PPs to shift a Skill roll result does not count as a successful skill roll, despite what the initial roll was, and cannot be used for an Experience Check.

You can spend a number of PPs equal to 1/2 the Maximum Damage (rounded up) of the weapon used in a single Successful strike.  This does not affect Damage Bonus, which is rolled normally.  For example, a short sword that does 1D6+1 damage normally would, at the cost of 4 PPs (7/2 = 3.5 = 4), do 7 points of damage (no roll required), plus the damage bonus if applicable.

At the end of an adventure, a character can spend some of their remaining PPs to make an Experience Check for any Skill of their choice.  It cost 3 PPs to make a single Experience Check roll, and a characters can make multiple Experience Check rolls using their leftover PPs.

Any use of PPs in this manner are handled like any other PP expenditure, so if your character is reduced to 0 PPs, he or she is exhausted and will faint until regaining a PP value of at least 1.
GM
GM, 6 posts
The Gamemaster
Wed 19 Oct 2022
at 21:38
  • msg #4

House Rules

===  CHARACTER IMPROVEMENT OPTIONS  ===

There are four ways that a player can improve, or advance, their character.  These are as follows:

EXPERIENCE CHECK
This is the quickest and best method of character improvement, and is based upon the character successfully using the Skill in actual game play.

If the player successfully rolls over the current skill score, then that skill can be increased by 5%.

For example:  Bob's Brawl skill is currently 55%, and he has earned an Experience Check for that skill.
Bob rolls and the result is 73%.  This is a Success, and Bob's Brawl skill increases to 60% now.


========================================================

SKILL TRAINING
The character seeks out a teacher and is instructed in a particular skill for a required amount of hours.  The character must also pay the teacher for the instruction.  At the end of the instruction, the teacher must make a Teach Skill roll to see if the pupil loses knowledge, doesn't gain any knowledge, or does gain some knowledge from the training.

The Teach Skill roll success/failure level determines the result applied to the skill:

FUMBLE - The Skill will lose 5% if an INT x5 check is failed.  However, the Skill can never be lowered beyond 05%.
FAILURE - The Skill gets no improvement.
SUCCESS - The Skill gains 5%.
SPECIAL SUCCESS - The Skill gains 5%.
CRITICAL SUCCESS - The Skill gains 5%, and could gain another 5% if a POW x5 check is successful (max of 10% added to Skill).


LIMITS OF SKILL TRAINING:  The maximum level that any skill can be trained up to is 75%.  Any increase in a skill above this level must be achieved through actual experience in use of the skill.  This means that increases in the skill must be achieved through an Experience Check roll.

REQUIRED TRAINING TIME:  Normally the time required would be the current skill level in hours.  However, I have changed it so the hours required for training is now the Current Skill Level x 1.5.

SKILL TRAINING COSTS:  This will vary upon the teacher being hired and is dependent, and specific, to campaign and cultural settings.

=============================================================

SKILL RESEARCH
The character attempts to train itself in a particular skill without the aid and benefit of instruction from a teacher.  At the end of the required amount of hours the players makes an Experience Check roll for the particular skill.  At the end of the research period, the character must make an Experience Check roll to see if they loses knowledge, does not gain any knowledge, or does gain some knowledge from the training.

The hours required is the Current Skill Level x 2.  If a successful Experience Check roll is made, then the skill gains a flat 5%.  If the roll is a failure, then there is no Skill Improvement.

==============================================================

CHARACTERISTIC TRAINING

The character seeks out a teacher and is instructed how to improve a particular Characteristic score for a required amount of hours.  The character must pay the teacher for the instruction.

INT & SIZ - These two Characteristic Scores are nearly unchangeable after Character Creation and cannot be increased through training.  It is only through extraordinarily means that either of these characteristic scores can be raised; i.e., only through Magic or Ultra-High Technology.

POW - This Characteristic Score gains it's own Experience Check roll, and the possibility to increase via that roll.  However, this Characteristic Score cannot be increased through training.  If the character has successfully won a POW vs. POW contest with a roll of 50% or less, then the POW score gains an Experience Check.  If the Experience Check roll is successful, then the POW score gains a +1.  The actual roll is determined by taking the racial minimum plus the racial maximum (i.e., Human = 3 + 18 = 21), and subtracting the current POW score from it, and then multiplying this number by 5.

For example:  Bob has a POW 13, and earns an Experience Check.
His actual roll for POW improvement is 40% (21-13 = 8 x 5 = 40).


STR & CON - Increasing either of these stats is limited to the highest value of the original STR, CON, or SIZ; the maximum is set by the highest, and cannot be increased beyond that number.

For example:  Bob has a STR 12, CON 13, and SIZ 14; the maximum for all three stats is 14.
The maximum that he could train both his STR & CON up to is a 14.


DEX & APP - Increase to either of these stats through training is limited to 1.5 x original value (rounded up).

For example:  Bob has a 13 DEX and 17 APP.
The maximum that he could train his DEX up to is 20 (13 x 1.5 = 19.5 = 20).
The maximum that he could train his APP up to is 26 (17 x 1.5 = 25.5 = 26).


The training time in hours required for a Characteristic Score increase is:  Current stat x 50 = hours needed.
The Stat increase is a flat +1 to the Characteristic score.
The player needs to find someone to train them who has already trained up that particular Characteristic Score themself.

==============================================================

AVAILABLE TIME FOR SKILL TRAINING, SKILL RESEARCH, & CHARACTERISTIC TRAINING
Each character has 50 hours per game week to dedicate and distribute among Skill Training, Skill Research, or Characteristic Training.
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