Describe a rule from a little known rpg product you like.

"Do not be alarmed this is only a test” was a scenario printed in 1992 for the Battlelords of the 23rd century game. I got it at a convention from a used/old game dealer.

It had a rule I've not seen in any other rpg product and I've kept in my GM kit since I read it years back. It dealt with minefields.

Now I'm sure SOME games have had minefield rules but these were the only ones I've seen, and they work pretty well.

Precepts: These rules assume basic dumb mines, no hitech sensors or computer controls. They assume mines come in 2 types: Antipersonnel and antivehicular. Mines only detonate for their specific target type so anti tank mines won't waste themselves blowing up a mudfoot, a personnel mine won't try to take out a tank.

First determine the density of the minefield, this will be a number from 1-10, but note that densities higher than 3 would be rare and unrealistic. A typical minefield might have an AP mine density of 2 and an AV density of 1.

Determine if the minefield will be AP, AV or both. Determine a density for both types of mines, Generally AP mines will be higher density than AV.

Now determine the depth of the minefield. If you have to cross 200 meters of ground to get past it, it's 200 meters deep. Then divide the depth by 10.

Get a d10.

When someone tries to cross the field, assume a person has a width of 1 meter, a vehicle large than a bike will have a width of two meters.

For a person, roll a d10 every 1/10 of the depth of the field they are crossing, in this case it will be every 20 meters.

Roll a d10. If the result is equal to or lower than the density of AP mines in the field, he encounters one. He can if possible roll to detect it and possibly avoid or even mark it, otherwise the mine makes a roll to detonate determined by the GM.

For a vehicle repeat the process with the AV mine density value. But as is 2 meters wide, roll 2d10.

For a typical minefield, if you walked down a meter wide strip of it, you should on average encounter 2 AP and one AV mine.

The GM can modify these to suit his needs.

There are quick and dirty rules for minefields. They may not be perfect but they generally work. I've remembered them since I read them and keep them handy, I've used them a few times.

What little known rules have you seen, liked and promptly purloined?
 

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aramis erak

Legend
How many times does this rule matter in play?
Depends upon the campaign. I've had games where having suitable attire for a variety of things mattered a lot - the whole party in one case being nobles and doing social encounters galore. (Indeed, one of the party members was involved romantically with newly crowned Emperor Strephon.) In others, it's color. I've never had a player object to the clothing allowance.

Just like I've never had a player complain about scout uniform being the TL14 Tailored Vacc Suit. (From a DGP licensed product.) Not the IN duty uniform including the LD Vac suit as a ship duty uniform. (TTNE)

I'll note that female players were generally more concerned with how much attire, but few characters above soc 5 have detailed it all out; most use it as a bank of choices to be made later.
 

Celebrim

Legend
@aramis erak : I've never had a player worry about more than like two changes of clothes for special occasions. Heck, I played a thief as a player who certainly had more aliases than changes of clothing. I just am not sure that it matters above like soc 2 to anyone but a fashion designer.
 

aramis erak

Legend
@aramis erak : I've never had a player worry about more than like two changes of clothes for special occasions. Heck, I played a thief as a player who certainly had more aliases than changes of clothing. I just am not sure that it matters above like soc 2 to anyone but a fashion designer.
Your loss.
I suspect that if you give a clothing allowance, I suspect you'll get players making more use of multiple outfits.
 


MGibster

Legend
Depends upon the campaign. I've had games where having suitable attire for a variety of things mattered a lot - the whole party in one case being nobles and doing social encounters galore. (Indeed, one of the party members was involved romantically with newly crowned Emperor Strephon.) In others, it's color. I've never had a player object to the clothing allowance.
I just started a Cyberpunk campaign, the game gives starting characters a fashion budget to be spent on clothing and fashionware (fashion cyberware). The campaign involves and escort mission from the New York to Night City, California, and what the PCs wear will absolutely matter. Dressing like street rats is going to get them a lot of unwanted attention at certain venues.
 

aramis erak

Legend
I just started a Cyberpunk campaign, the game gives starting characters a fashion budget to be spent on clothing and fashionware (fashion cyberware). The campaign involves and escort mission from the New York to Night City, California, and what the PCs wear will absolutely matter. Dressing like street rats is going to get them a lot of unwanted attention at certain venues.
Just as an FYI, I was only talking Traveller in that. Other games generally haven't dealt with clothing.

Excepting L5R, where attire and spare attire are part of standard attire, and PCs are expected to be clean-freaks... (L5R 5E supplement Emerald Empire notes a typical Bushi samurai bathes at dawn, at noon, and before nighttime prayers. Daily.
Also, in L5R 5E, one of the 25 skills is "design" - which is nothing but clothing/fashion design... Making, modifying, designing, repairing, and even cleaning (tho' that last is NOT done by a samurai except in extremis!). So, yeah, it's made a good bit of an impression...
 

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