Post by Dead Sidekick on Nov 22, 2009 5:00:21 GMT -5
This isn't so much a "house rule" as much as it is an application of the published optional rule on impossible intensity FEATS, and clarifications on its effect on combat mechanics and why I'm using them. I've been running by these options and rules all along, but I thought I'd present the recipe book so you can see what you could do but maybe haven't tried in the Gang Wars Trilogy game yet. I'm also bringing back an old rule on Dodging vs. melee and slugfest (which is not legal in Advanced MSHRPG!!) from Basic MSHRPG, to compliment how the impossible intensity optional rule affects Evasion Fighting FEATs (see below)
I define a "House Rule" as something that isn't resolvable by the given game rule mechanics in the MSHRPG Advanced Player's Book and the MSHRPG Advanced Judge's Book (I'm something of a rules purist). Any "House Rules" I have in effect in the Gang Wars Trilogy campaign are in blue italicized text. We will amend this sticky thread document as unforeseen "House Rule" worthy situations come up and necessary. If anyone has any questions about a rule or need an interpretation made that might require a new House Rule to be made, please place it in Oldschool's "House Rules" thread and we'll all hammer it out together. Thanks -- Dead Sidekick[/b][/color]
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Modifiers, Intensities and Shifting Past "Shift Zero"[/i][/size]
Modifiers and intensities are standardized on pages 8 - 9 of the Advanced Judges Book.
FEAT rolls that would be column shifted left of "Shift Zero" are in fact shifted past Shift Zero, using the "Multiversal Table" you can view at thiis link:
i540.photobucket.com/albums/gg340/deadsidekick/MultiversalTable.jpg
Any FEAT shifted 9 or more columns to the left of "Shift Zero" is a White result.
The "no shifting past Shift Z" rule remains in effect (i.e. nothing can be shifted higher than Shift Z and "cosmic" Class 1000 - Beyond abilities can't be shifted into Shift Z or lower except under special circumstances.)
The column that any FEAT is rolled on after all applicable column shift modifiers is know as the "current ability rank." This can be an attribute (Fighting, Agility, etc.) or a power. Depending on modifiers involved and tactics employed, this can change round to round.
Automatic and Impossible FEATs
Automatic FEATs: Certain actions can be
assumed to be automatically successful.
Picking up a normal chair is a simple act.
and would not require a FEAT roll to
determine its success. (Picking up a chair
while dodging bullets and defusing a bomb
simultaneously will require a FEAT roll.
More on multiple actions later.) In general,
if an item is more than three ranks lower in
Intensity than the requisite Ability. the FEAT
can be considered automatic, with the
Judge's permission. The sole purpose for
Automatic FEATs is to prevent the game
from being dominated by die rolls. The
Judge always has the power to ask for
FEAT rolls. In some cases. items like
Poisons may require FEATs regardless of
the Intensity,
Impossible FEATs: (Optional Rule) As a
guideline, any action more than one rank
above the ability may be considered
impossible. The Resource FEAT is always
limited in this fashion (check it out).
Shifting the Rank: Certain situations may
result in the shifting of a column to the right
or left. A shift to the right is considered a
positive shift (+1, +2, or +3CS, or column
shift). A shift to the left, making the FEAT
more difficult, is considered a negative shift
(-1, -2, or -3CS). Column Shifts are primarily
involved as per specific situations (trying to
lift an object on a slippery incline may result
in a shift of -1 or -2CS). Those involved in
combat are discussed in the combat section.
Shifting of ranks may make certain FEATs
automatic (or impossible).No FEAT may be
shifted to the left below Shift 0 or to the
right above Shift Z. Anything in the Class
1000. Class 3000, Class 5000 or Beyond
columns may not be shifted, except in
specific circumstances listed for that FEAT.
- from page 15 of the Advanced Player's Book
I'm running the GWT game with the Advanced MSHRPG optional "impossible intensity FEATs" rule where if a player or NPC attempts to do something that has a pre-requisite difficulty intensity that is more that one column rank above his current active ability, no FEAT roll is necessary. It can't be done.
-----
Dodging FEATs
Dodging assigns negative penalties to the accuracy of known ranged attacks against your character. But machine gun fire and laser fire / energy blasts have set intensities making them harder to Dodge regardless of who's shooting them.
Machine gun fire has an intensity of Incredible. Laser shots / light-speed traveling energy blasts have an intensity of Monstrous. In order for a character's Dodge-generated attack penalties to be assigned to a shooter firing a machine gun or lasers at them, they must first succeed a pre-requisite Agility intensity FEAT first.
In other words, characters with Excellent or less Agility can not assign Dodging-generated negative modifiers to the accuracy of a machine gun shooter with a Dodge FEAT roll, and characters with Incredible or less Agility can not assign Dodging-generated negative modifiers to the accuracy of a laser / lightspeed energy blaster with a Dodge FEAT roll. The shooters of both attack mediums will of course still incur range and environmental modifier penalties as applicable to the accuaracy of their attack rolls (i.e. they can still miss)
The pre-requisite Dodging intensity roll vs. machine gun / and or laser fire will be done once per battle encounter (success means you can declare Dodges against these attack forms during that battle scene), and I will call upon characters that can attempt that level of intensity Dodging FEAT to make the roll when those attack forms come into play. Karma may be spent on this roll.
Dodging may be used vs. Melee / Slugfest / Charging attacks as it was in Basic MSHRPG (not legal in Advanced rules!) for any character not wanting to risk trying to Evade and finding out the chosen opponent is a more skilled melee / slugfest combatant under the impossible FEATs rule in effect here.
-----
Evasion FEATs
For the Evasion Fighting FEAT manuever, I'm applying the optional impossible intensity rule where the pre-requisite intensity is set by the chosen melee / slugfest opponent's current Fighting FEAT rank. This is to stop the insane "Aunt May Evades damage from Thor's Hammer strikes 3 times and gains a next-round attack bonus against him with a Yellow or Red Evasion FEAT" nonsense.
Evasion is a manuever that pits Fighting skills vs. Fighting skills. I just don't see anyone of 2CS less current Fighting rank than their chosen opponent's current Fighting rank going all Jackie Chan / Bruce Lee on them. Not gonna happen.
By "current Fighting rank," I mean the column the Fighting FEATs for the chosen melee / attacking opponent and the defending Evading character are rolling on that round, which can change via a combination of tactics employed, Weapon Specialist bonuses, environmental penalties, and so on.
For example, a character with Remarkable Fighting makes his attack on a single opponent on the Remarkable rank column. No opponent with Good or less Fighting ability can attempt to Evade him.
That same Remarkable Fighting ranked character makes a "sweep attack" (see below) to hit more than one target on a single attack roll is incurring a -4CS penalty to that attack roll (so his "current Fighting rank" is on the Poor column) could have that attack possibly Evaded by a Feeble-ranked or better Fighter.
That same Remarkable Fighting ranked character fighting in darkness is incurring a -1CS penalty to his attack rolls (so he's effectively Fighting with an Excellent "current Fighting rank") could possibly be evaded by a character who's "current Fighting rank" in darkness is Good or better.
Evasion only protects against damage from a melee / slugfest / charging attack. Opponents that have the Martial Arts D talent that have studied the Evading character for 2 rounds may still potentially slam and stun them if the normal Strength vs. Endurance requirements of slams or stuns are met. Characters with both Martial Arts A and D may slam and stun Evading characters after studying them for 2 rounds, regardless of Strength vs. Endurance differences.
-----
"Sweep Attacks," Multiple attacks, Extra Attacks, and "current Fighting rank"
A "Sweep Attack" is any form of attack or power FEAT roll that affects more than one target simultaneously. All targets must be in the same area. This can be a "slap everyone surrounding me with a roundhouse fist / baseball bat / kick / etc." or a power or shooting attack with an area effect targeting more than one opponent. This incurs a -4CS penalty to the applicable Fighting, Agility, or power FEAT roll, and of course affects "current ability rank" as described under "Modifiers, Intensities, and Shifting Past Shift Zero" above (and potentially make the attacker possible to Evade). Sweep attacks only reduce targeting accuracy, not damage or effect![/i][/u] That's right. In a sweep attack, in addition to damage to all targets caught in a sweep attack, a Slam, Stun, or Kill result forces an Endurance check from all targets. Sweep attacks are sweeeet when you can pull them off.
Multiple Attacks are possible if a prerequisite Fighting intensity FEAT roll is made each round the Multiple Attack tactic is employed. If this pre-requisite Fighting intensity FEAT roll is successful, only one attack roll is made. The result of all attacks after the first attack are shifted -1CS (thus the attacks that fall past the first could potentially be shifted into a preceding color result zone) If the prerequisite Fighting intensity FEAT fails, only one Fighting FEAT attack roll is made, but at -1CS.
The Multiple Attack Fighting FEAT intensities are:
2 attacks per round - Remarkable intensity
3 attacks per round - Amazing intensity
4 attacks per round - Unearthly intensity
5 attacks per round - Shift Y intensity
6 attacks per round - Class 1000 intensity
7 attacks per round - Class 5000 intensity
8 attacks per round - Beyond intensity
Slam / Stun / Kill checks are done for each attack. An opponent that fails their Endurance check and are Slammed, Stunned, or Killed by an attack roll are not hit by any remaining attacks, as they're either knocked away or knocked down.
The Sweep Attack tactic can be combined with the Multiple Attack tactic! The "Multiple Sweep Attack" roll is made at -4CS as normal and all additional attacks past the first are shifted -1CS. (Why smack the fools surrounding you just once, when you can smack 'em more than that?)
In Multiple Attacks, the -1CS modifier for all attacks past the first also drops the "current Fighting rank" after the first attack. Because of this additional drop in "current Fighting rank" any target opponent(s) still standing after the results of the first attack are resolved (i.e. targets not Slammed, Stunned, or Killed) that had declared an Evasion that round could potentially Evade the additional attacks if the -1CS drop in the attacker's current Fighting rank intensity makes their Evasion attempt possible (i.e. the Evading character needed a Red FEAT to attempt to Evade the attacker, but had rolled Yellow. The -1CS drop makes the declared Evasion possible after the first attack hits and the target may then roll his Evasion FEAT).
The Extra Attacks power eliminates the -1CS drop in current Fighting rank that occurs after the first attack.
Stunning attacks
Characters with both the Martial Arts A and Wrestling Talents may choose to stun their opponent rather than damage him with a Grappling attack. The opponent must succeed in an Endurance FEAT vs. the intensity of the Grappler's Strength or be stunned for 1 - 10 rounds. If the opponent's current Endurance rank is more than 1CS less than the Grappler's current Strength rank (i.e. resisting the stun intensity is impossible) they are stunned for a number of rounds equal to the Grappler's current strength rank number PLUS 1 -10 rounds AND they lose 1 Endurance rank which must be healed back normally.
Some powers have stunning effects, (sonic weapons designed to stun, knockout gases, paralyzing touch, etc.) An opponent affected by a stunning attack must succeed in an Endurance FEAT vs. the intensity of the stunning attack. If this is an impossible FEAT. the target is stunned for a number of rounds equivalent to the stunning attack's rank number plus 1 - 10 rounds AND they lose 1 Endurance rank which must be healed back normally.
[...more to come...]
I define a "House Rule" as something that isn't resolvable by the given game rule mechanics in the MSHRPG Advanced Player's Book and the MSHRPG Advanced Judge's Book (I'm something of a rules purist). Any "House Rules" I have in effect in the Gang Wars Trilogy campaign are in blue italicized text. We will amend this sticky thread document as unforeseen "House Rule" worthy situations come up and necessary. If anyone has any questions about a rule or need an interpretation made that might require a new House Rule to be made, please place it in Oldschool's "House Rules" thread and we'll all hammer it out together. Thanks -- Dead Sidekick[/b][/color]
-----
Modifiers, Intensities and Shifting Past "Shift Zero"[/i][/size]
Modifiers and intensities are standardized on pages 8 - 9 of the Advanced Judges Book.
FEAT rolls that would be column shifted left of "Shift Zero" are in fact shifted past Shift Zero, using the "Multiversal Table" you can view at thiis link:
i540.photobucket.com/albums/gg340/deadsidekick/MultiversalTable.jpg
Any FEAT shifted 9 or more columns to the left of "Shift Zero" is a White result.
The "no shifting past Shift Z" rule remains in effect (i.e. nothing can be shifted higher than Shift Z and "cosmic" Class 1000 - Beyond abilities can't be shifted into Shift Z or lower except under special circumstances.)
The column that any FEAT is rolled on after all applicable column shift modifiers is know as the "current ability rank." This can be an attribute (Fighting, Agility, etc.) or a power. Depending on modifiers involved and tactics employed, this can change round to round.
Automatic and Impossible FEATs
Automatic FEATs: Certain actions can be
assumed to be automatically successful.
Picking up a normal chair is a simple act.
and would not require a FEAT roll to
determine its success. (Picking up a chair
while dodging bullets and defusing a bomb
simultaneously will require a FEAT roll.
More on multiple actions later.) In general,
if an item is more than three ranks lower in
Intensity than the requisite Ability. the FEAT
can be considered automatic, with the
Judge's permission. The sole purpose for
Automatic FEATs is to prevent the game
from being dominated by die rolls. The
Judge always has the power to ask for
FEAT rolls. In some cases. items like
Poisons may require FEATs regardless of
the Intensity,
Impossible FEATs: (Optional Rule) As a
guideline, any action more than one rank
above the ability may be considered
impossible. The Resource FEAT is always
limited in this fashion (check it out).
Shifting the Rank: Certain situations may
result in the shifting of a column to the right
or left. A shift to the right is considered a
positive shift (+1, +2, or +3CS, or column
shift). A shift to the left, making the FEAT
more difficult, is considered a negative shift
(-1, -2, or -3CS). Column Shifts are primarily
involved as per specific situations (trying to
lift an object on a slippery incline may result
in a shift of -1 or -2CS). Those involved in
combat are discussed in the combat section.
Shifting of ranks may make certain FEATs
automatic (or impossible).
shifted to the left below Shift 0
right above Shift Z. Anything in the Class
1000. Class 3000, Class 5000 or Beyond
columns may not be shifted, except in
specific circumstances listed for that FEAT.
- from page 15 of the Advanced Player's Book
I'm running the GWT game with the Advanced MSHRPG optional "impossible intensity FEATs" rule where if a player or NPC attempts to do something that has a pre-requisite difficulty intensity that is more that one column rank above his current active ability, no FEAT roll is necessary. It can't be done.
-----
Dodging FEATs
Dodging assigns negative penalties to the accuracy of known ranged attacks against your character. But machine gun fire and laser fire / energy blasts have set intensities making them harder to Dodge regardless of who's shooting them.
Machine gun fire has an intensity of Incredible. Laser shots / light-speed traveling energy blasts have an intensity of Monstrous. In order for a character's Dodge-generated attack penalties to be assigned to a shooter firing a machine gun or lasers at them, they must first succeed a pre-requisite Agility intensity FEAT first.
In other words, characters with Excellent or less Agility can not assign Dodging-generated negative modifiers to the accuracy of a machine gun shooter with a Dodge FEAT roll, and characters with Incredible or less Agility can not assign Dodging-generated negative modifiers to the accuracy of a laser / lightspeed energy blaster with a Dodge FEAT roll. The shooters of both attack mediums will of course still incur range and environmental modifier penalties as applicable to the accuaracy of their attack rolls (i.e. they can still miss)
The pre-requisite Dodging intensity roll vs. machine gun / and or laser fire will be done once per battle encounter (success means you can declare Dodges against these attack forms during that battle scene), and I will call upon characters that can attempt that level of intensity Dodging FEAT to make the roll when those attack forms come into play. Karma may be spent on this roll.
Dodging may be used vs. Melee / Slugfest / Charging attacks as it was in Basic MSHRPG (not legal in Advanced rules!) for any character not wanting to risk trying to Evade and finding out the chosen opponent is a more skilled melee / slugfest combatant under the impossible FEATs rule in effect here.
-----
Evasion FEATs
For the Evasion Fighting FEAT manuever, I'm applying the optional impossible intensity rule where the pre-requisite intensity is set by the chosen melee / slugfest opponent's current Fighting FEAT rank. This is to stop the insane "Aunt May Evades damage from Thor's Hammer strikes 3 times and gains a next-round attack bonus against him with a Yellow or Red Evasion FEAT" nonsense.
Evasion is a manuever that pits Fighting skills vs. Fighting skills. I just don't see anyone of 2CS less current Fighting rank than their chosen opponent's current Fighting rank going all Jackie Chan / Bruce Lee on them. Not gonna happen.
By "current Fighting rank," I mean the column the Fighting FEATs for the chosen melee / attacking opponent and the defending Evading character are rolling on that round, which can change via a combination of tactics employed, Weapon Specialist bonuses, environmental penalties, and so on.
For example, a character with Remarkable Fighting makes his attack on a single opponent on the Remarkable rank column. No opponent with Good or less Fighting ability can attempt to Evade him.
That same Remarkable Fighting ranked character makes a "sweep attack" (see below) to hit more than one target on a single attack roll is incurring a -4CS penalty to that attack roll (so his "current Fighting rank" is on the Poor column) could have that attack possibly Evaded by a Feeble-ranked or better Fighter.
That same Remarkable Fighting ranked character fighting in darkness is incurring a -1CS penalty to his attack rolls (so he's effectively Fighting with an Excellent "current Fighting rank") could possibly be evaded by a character who's "current Fighting rank" in darkness is Good or better.
Evasion only protects against damage from a melee / slugfest / charging attack. Opponents that have the Martial Arts D talent that have studied the Evading character for 2 rounds may still potentially slam and stun them if the normal Strength vs. Endurance requirements of slams or stuns are met. Characters with both Martial Arts A and D may slam and stun Evading characters after studying them for 2 rounds, regardless of Strength vs. Endurance differences.
-----
"Sweep Attacks," Multiple attacks, Extra Attacks, and "current Fighting rank"
A "Sweep Attack" is any form of attack or power FEAT roll that affects more than one target simultaneously. All targets must be in the same area. This can be a "slap everyone surrounding me with a roundhouse fist / baseball bat / kick / etc." or a power or shooting attack with an area effect targeting more than one opponent. This incurs a -4CS penalty to the applicable Fighting, Agility, or power FEAT roll, and of course affects "current ability rank" as described under "Modifiers, Intensities, and Shifting Past Shift Zero" above (and potentially make the attacker possible to Evade). Sweep attacks only reduce targeting accuracy, not damage or effect![/i][/u] That's right. In a sweep attack, in addition to damage to all targets caught in a sweep attack, a Slam, Stun, or Kill result forces an Endurance check from all targets. Sweep attacks are sweeeet when you can pull them off.
Multiple Attacks are possible if a prerequisite Fighting intensity FEAT roll is made each round the Multiple Attack tactic is employed. If this pre-requisite Fighting intensity FEAT roll is successful, only one attack roll is made. The result of all attacks after the first attack are shifted -1CS (thus the attacks that fall past the first could potentially be shifted into a preceding color result zone) If the prerequisite Fighting intensity FEAT fails, only one Fighting FEAT attack roll is made, but at -1CS.
The Multiple Attack Fighting FEAT intensities are:
2 attacks per round - Remarkable intensity
3 attacks per round - Amazing intensity
4 attacks per round - Unearthly intensity
5 attacks per round - Shift Y intensity
6 attacks per round - Class 1000 intensity
7 attacks per round - Class 5000 intensity
8 attacks per round - Beyond intensity
Slam / Stun / Kill checks are done for each attack. An opponent that fails their Endurance check and are Slammed, Stunned, or Killed by an attack roll are not hit by any remaining attacks, as they're either knocked away or knocked down.
The Sweep Attack tactic can be combined with the Multiple Attack tactic! The "Multiple Sweep Attack" roll is made at -4CS as normal and all additional attacks past the first are shifted -1CS. (Why smack the fools surrounding you just once, when you can smack 'em more than that?)
In Multiple Attacks, the -1CS modifier for all attacks past the first also drops the "current Fighting rank" after the first attack. Because of this additional drop in "current Fighting rank" any target opponent(s) still standing after the results of the first attack are resolved (i.e. targets not Slammed, Stunned, or Killed) that had declared an Evasion that round could potentially Evade the additional attacks if the -1CS drop in the attacker's current Fighting rank intensity makes their Evasion attempt possible (i.e. the Evading character needed a Red FEAT to attempt to Evade the attacker, but had rolled Yellow. The -1CS drop makes the declared Evasion possible after the first attack hits and the target may then roll his Evasion FEAT).
The Extra Attacks power eliminates the -1CS drop in current Fighting rank that occurs after the first attack.
Stunning attacks
Characters with both the Martial Arts A and Wrestling Talents may choose to stun their opponent rather than damage him with a Grappling attack. The opponent must succeed in an Endurance FEAT vs. the intensity of the Grappler's Strength or be stunned for 1 - 10 rounds. If the opponent's current Endurance rank is more than 1CS less than the Grappler's current Strength rank (i.e. resisting the stun intensity is impossible) they are stunned for a number of rounds equal to the Grappler's current strength rank number PLUS 1 -10 rounds AND they lose 1 Endurance rank which must be healed back normally.
Some powers have stunning effects, (sonic weapons designed to stun, knockout gases, paralyzing touch, etc.) An opponent affected by a stunning attack must succeed in an Endurance FEAT vs. the intensity of the stunning attack. If this is an impossible FEAT. the target is stunned for a number of rounds equivalent to the stunning attack's rank number plus 1 - 10 rounds AND they lose 1 Endurance rank which must be healed back normally.
[...more to come...]