genshou's Universal House Rules

Major Update:

UHR #4 and UHR #5 have had a variant added to each for my IRC game. But the biggest change is the fact that all UHRs have moved up one post to make room for UHR #6: Death's Door. After much consideration, I've decided to officially implement this rule. The current text is a rough draft, and not very easy to understand. I'll probably streamline both the mechanics and the explanatory text before I post a final draft. The rule was greatly inspired by mechanics by el-remmen, though I made a few slight changes here and there.
 

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It's been a while, and I have a lot of updates! I've added a new feat to UHR #1, as well as a few new clarifications. UHR #2 now comes with two charts that should help clear up issues regarding calculating subskill points. UHR #3 has had a few tables moved around, and a new rule implemented that prevents too powerful of characters from benefitting from the +1 every 4 levels when their scores outmatch the expected amount for their level. UHR #5 now makes mention of the newest feat, as well as changing how natural armour works. This is due to playtesting revealing the previous rule to have made damaging larger creatures too difficult. Lastly, following an in-game playtest, the final draft of UHR #6 is up for your review.

Cheers!
~gen
 


These look really good. Room to be a two-trick pony, a versatile generalist, and both do better under this system than the one-trick specialist - which is appreciated. :)

Put this together with "weapons as special effects" and you'd have games popping up in every Dennys. :)
 

Small update

Made a tiny fix in UHR #3 to make the text match with the table (oops), and added Sniper Shot back to UHR #1. The idea is for it to be just like Power Attack (including a benefit for using two hands), except that you have to subtract part from attack rolls and part from Defense to use it. This is meant to model the concept that aiming to make a more devestating shot makes it harder to dodge incoming attacks.

Edit: I doubt anyone will miss it, but I removed Variant 4 from UHR #3 as well. Since that PbP is likely never happening, I don't see the need for keeping that clunker around.
 

Eloi said:
These look really good. Room to be a two-trick pony, a versatile generalist, and both do better under this system than the one-trick specialist - which is appreciated. :)

Put this together with "weapons as special effects" and you'd have games popping up in every Dennys. :)
I'm a big fan of Weapons as Special Effects, but I've found it doesn't work so well when you give everyone fixed hit points that never go up (ala Grim-n-Gritty). It's a pretty awesome ruleset for modern games, actually, because it removes the need to keep track of a million different types of handguns. :)

Not ubiquitous enough to be referenced in my UHRs, though. Many of my games just wouldn't work with the rules, despite them being very good.
 

UHR #6 has been updated to be written in a format similar to the SRD. When my brain stops trying to explode I'll write up the updates to the Heal and Treat Injury skills that go with it (updates on the time to perform certain checks).
 

Interesting UHRs Genshou :) I'm really enjoying getting back into number crunching in the HR forum :D

Good to see you around!

cheers,
--N
 


UHR #6 now has updates to Heal and Treat Injury to reflect the longer times required to treat injuries. No more first aid in the midst of combat unless it's a large-scale battle like in the military, or you have a fast-use medkit. :)
 

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