D20 Modern - What are your house rules?

Let's see...
  • Called Shots
  • Rules for firing at adjacent opponents
  • "Special" Manuevers - such as Wall-Jumping (a la Shinobi)
  • Rules for Aiming
  • New Scope -related options/rules
  • New rules for Suppressive Fire and Autofire
  • Vehicle Modifications
  • New uses for Action Points
  • Character Creation
  • Just about anything....

However, that's not saying that I always use those options. Just that we have at times, for certain games.

About the Nonlethal Rules - while I understand, and at times even agree with, most people's dislike for them, I find them quite useful. They came in very handy - as written for d20 Modern - when I played in a game that revolved around an up and coming boxer.

Just my thoughts.

Peterson
 

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Warlord Ralts said:
I forgot about the fact that we use D&D unarmed combat rules.

I still remember the complete shock that occurred when I discovered that you can't beat someone down according to d20 Modern rules. THat I could run up and drop kick a cat across the freeway and unless I overcame it's MDT and it blew it's check, it would be right back at me and considered armed and doing lethal damage.

WTF?
*chuckles* I'm guessing you know about the lethality of this tactic from personal experience?

How much I HR depends on whether or not I decide to implement vitality/wounds. For my closest-to-RAW d20 Modern games...

Various rules from Notes from the Bunker, such as the aforemented Cool Check.

The Reflex DC of an autofire attack is equal to 10+the shooter's attack bonus. A character with the Advanced Firearms Proficiency can take a -4 penalty to their autofire attack to make the save be for half damage.

If a character scores a critical hit when dealing nonlethal damage, but fails to deal an amount of damage high enough to actually affect the target, the target must make a saving throw as if their MDT had been reached. Success means they are dazed (-1 to attack rolls for 1 round), failure means they are stunned for 1 round. If a character is stunned by any means and is struck by nonlethal damage, they are forced to make the save as if the nonlethal damage hit their MDT, with a -1 to the DC for every 2 points by which the damage was below their MDT, or +1 for each single point above.

Other than that, not much unless I am using vitality/wounds.

Edit: Oh yeah, and a few related to Wealth:

After your character has invested the appropriate time and made the Wealth check to purchase something, the dice rolled to determine your loss to Wealth (if dice are needed) are rolled BEFORE you actually finalize the deal, so you can say "Eh, not today" when the 2d6+1 comes up at -13 Wealth. The corollary to this is that you only get one chance to buy something at character creation, so if you're not happy with how the Wealth reduction dice come out, you can't try to buy it again until after the game starts.

I now use an option that you can take a -1 (or more) to your Wealth when purchasing something to gain a +2 to your Wealth check per extra point of Wealth sacrificed, provided you have a current Wealth of at least 13+the number of points you sacrifice. You don't lose the points unless you actually succeed on the check, and you choose to make the purchase after the Wealth reduction dice are rolled. If you buy something that is more than 20 points higher than your current Wealth, just use the 2d6+1 for 15-20 points higher than Current Wealth and at DC 15+, as you are already burning up Wealth to get the higher check in the first place.
 
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I don't GM Modern very much (understatement, I've run two games despite having the game for about two years now :uhoh: ) so I haven't really encountered all my possible issues with how things work. The only thing I'm really sure of is that I'd definitly look over Trip and Grapple attacks. The last thing I ran was a martial arts flavoured action story and one of my heroes ended up on the ground because the mook he tried to trip had a better strength. With the attack roll being something like 28 it felt pretty corny... I've seen some solution to this issue on here sometime (I think it was along the lines of making a Ref save vs. attack role to resist being tripped) and that feels more suitable to a martial arts flavored game where skill should really make a difference!

Apart from that I don't know... I kinda liked the idea making the Ref save for avoiding autofire dmg a bit tougher. :)
 

DeBracy said:
I've seen some solution to this issue on here sometime (I think it was along the lines of making a Ref save vs. attack role to resist being tripped) and that feels more suitable to a martial arts flavored game where skill should really make a difference!

Apart from that I don't know... I kinda liked the idea making the Ref save for avoiding autofire dmg a bit tougher. :)
This thread? Or an older one?
 



Here we go.

I got it from the House Rules forum so it's originally 3.5 rather than d20M. I'm really very sorry about not being able to give credit to the person who actually wrote this. For some reason I didn't include that in my document. :(


Trip

You can make an armed or unarmed melee attack in an attempt to trip an opponent. In order for a trip attempt to succeed, the opponent must be the same size as or within one size catagory of the attacker.

Making an unarmed trip attack:

Make an unarmed melee touch attack against your target.
If the attack succeeeds, the defender must make a Reflex Save to resist being tripped, with the DC being equal to the Attackers attack roll. If the Reflex Save fails, the Defender is tripped. See Being Tripped below. If the Reflex Save succeeds, the defender is not tripped and may immediately attempt an attack of opportunity as normal for unarmed attacks.
Modifiers: Either Combatant gets a +4 bonus for every size catagory he is larger than Medium or a -4 penality for every size category he is smaller than Medium. The Defender gets a +4 bonus on his Reflex Save if he has more than two legs or is more stable than a normal Humanoid, for example "Dwarven Stability". Having the feat "Improved Trip Attack" grants the Attacker the bonus of not being subject to an attack of opportunity upon a failed Trip attempt, and grants the Defender the choice of a counter-trip attack instead of the ordinary attack of opportunity in the event of a failed trip attempt. Making a counter-trip attack follows the exact same rules as a regular trip attack.

Making an Armed Trip Attack:

Any weapon that confers reach, or can entangle an opponent, or which could feasibly strike more than one of an opponents legs simultaneously, can be used to perform an armed trip attack.
Some examples of such weapons are chained weapons, whips, polearms, flails, staves, nets, clubs, and any sword larger than a shortsword.
Performing an armed trip attack requires that the Attacker make a melee touch attack with the weapon instead of an unarmed melee touch attack. The Defender makes a Reflex Save versus the attack roll as per an unarmed trip attack, however a failed trip does not confer an attack of opportunity to the Defender. As with an unarmed trip attack, the feat "Improved Trip Attack" confers to the Defender the choice of an attack of opportunity or a counter-trip attack in the event of a failed trip attempt. All other above listed modifiers for an unarmed trip attack also apply.

Tripping For Damage:
When using a weapon to make a trip attack, the Attacker may choose to deal weapon damage in addition to the standard trip action. In this case, the Attacker makes a standard melee attack at a -4 penalty instead of the melee touch attack. If the tripping for damage attack succeeds, then the Attacker deals the usual melee damage of the weapon used to make the trip attack, as well as tripping the opponent. If the tripping for damage attempt fails, then the Defender is not tripped nor receives any weapon damage. All other rules for an armed trip attack apply as usual.
Modifiers: Either Combatant gets a +4 bonus for every size catagory he is larger than Medium or a -4 penality for every size category he is smaller than Medium. The Defender gets a +4 bonus on his Reflex Save if he has more than two legs or is more stable than a normal Humanoid, for example "Dwarven Stability". Having the feat "Improved Trip Attack" grants the Defender the choice of a counter-trip or an attack of opportunity in the event of a failed trip attempt. Making a counter-trip attack follows the exact same rules as a regular trip attack. In the event of tripping for damage, the feat "Improved Trip Attack" also negates the -4 attack penality to the Attackers melee attack. If the Attack has the "Improved Unarmed strike" feat, they may trip for damage with their unarmed attack as though they were using a weapon. Note: extra abilities such as "Stunning Fist" do not stack with the trip.

Tripping a Mounted Opponent:

You may make a trip attack against a mounted opponent. The Defender may choose to make a Ride skill check in place of the usual Reflex Save to avoid being tripped. If the trip succeeds, the rider is pulled from his mount.

Being Tripped: A tripped character is prone (see Table 8-6: Armor Class Modifiers). Standing up is a move action.
 

Frukathka said:
I am curious to know what has been done to the d20 Modern system by the people that play to suit their campaign(s) better.

IMC, pistol-whipping and rifle-butts are improvised/exotic weapons, and you are not automatically proficient with their use as melee weapons. If you are not proficient with a melee weapon, you can't make AoOs with it. As a result, you can use brawl against a gun-user fairly effectively.

Nonlethal damage is additive.

The class bonus to Defense for the Fast class is a bit different. The bonus is the same as the martial artist's, but at plus one (so +2 to +8).

You can spend an action point to negate a critical failure on an attack roll. (Critical failures is probably a house rule by itself.)
 

A natural roll of one on any check, save, or other d20 roll is an automatic critical failure and an opportunity for me to create some really wicked, embarassing, or sadistic results. My players hate it when they roll ones but love it when someone else does.

In addition to experience, I give out the odd skill boost or situaltional bonus reflecting particular accomplishments. For example, if a PC with no ranks in Climb and a crappy Strength modifier persists in attempting to scale a wall, and manages to pull it off, I might reward her with a permanent +1 bonus to Climb checks in addition to her XP.

I allow called shots, though I'm still searching for the best way to handle them.
 

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