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ebertran Lieutenant Commander
Joined: 14 Jul 2005 Posts: 202 Location: Miami, FL
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Posted: Sat Aug 14, 2021 8:31 pm Post subject: SLAVICSEK's house rules |
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https://rancorpit.com/forums/downloads/1e_and_IAG_Supplements/Bill_Slavicsek_1e_House_Rules_Sheet.pdf
Is it me, or am I missing something?
It seems he ignores range in his house rules, so the difficulty number to hit is the target's Defense, and that's it... range is completely ignored in his house rules.
I also like removing the opposed roll aspect of combat, but I do not ignore range...
Here's how I modify an attack...
Point Blank/ Hand-to-Hand +10,
Short Range +5
Medium Range -5
Long Range -10 |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Aug 14, 2021 8:37 pm Post subject: |
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I'd take it a step further and give different modifiers to weapons based on their usefulness at a given range. A rifle, for example, might be used without modifiers for range, while a pistol would have reduced Difficulty at Point Blank, slightly increased Difficulty at Short and hugely increased Difficulty (assuming it would even be allowed to attempt a shot at all) at Medium. Long Range would be out of the question for a pistol. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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ebertran Lieutenant Commander
Joined: 14 Jul 2005 Posts: 202 Location: Miami, FL
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Posted: Sat Aug 14, 2021 8:41 pm Post subject: |
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That's a level of granularity I'd embrace if someone did the work for it and posted it somewhere, but not something I'd take on myself! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Aug 14, 2021 8:48 pm Post subject: |
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ebertran wrote: | That's a level of granularity I'd embrace if someone did the work for it and posted it somewhere, but not something I'd take on myself! |
I've already done a lot of the conceptual work for it, but the big obstacle for me is actually sitting down and parsing out the Difficulty modifiers for each class of weapon.
It also would have to take environment into account, as certain weapons just don't function on the same level. I see the need for four different Range Settings: Personal, Surface (Vehicle), Atmosphere (Starfighters & Airspeeders) and Space (Capital Ships and Orbital).
I also think there would need to be at least one additional Range Band, possibly two, with Extreme being the province of long-ranged weapons like sniper rifles, and Distant being the realm of things beyond the reach of weapons, but still within detection range. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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