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D&D Older Editions, OSR, & D&D Variants
Help me improve my sci-fi homebrew 4e rules
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<blockquote data-quote="RangerWickett" data-source="post: 5005003" data-attributes="member: 63"><p>Agreed on dreadnought. Any suggestions?</p><p></p><p>The idea with sanity is like Call of Cthulhu: very stressful things can force sanity checks, with various consequences. Short term things like "flip out" or "freak out," or longer term things like mental diseases. But that's not necessary for using the rules in an 'action movie' style. I really haven't done too terribly much work on the 'sanity' side of things.</p><p></p><p>As for Afflict, the plan is for combat to be like, "Shoot, shoot, shoot" for a few rounds until he's bloodied, and then "take him out some way special." Shoot someone's eye out, leave them bleeding out of their guts, daze them, or otherwise put them in a bad place. </p><p></p><p>Once you give it a few tries I think it should become pretty straight forward. I'm hoping it encourages dramatic conclusions to fights, instead of just ablating hit points until victory. I'll be starting a mini-campaign with these rules next week, so I'll see whether my hunches are totally off base.</p><p></p><p></p><p></p><p>Well, the thing is, how many different ways are there to shoot people? I came up with more options for melee combat because there are more options for melee combat. Maybe it's a failing of my creativity. I suppose I could have some sort of heavy guns style, and probably a vehicle-based one. What other sorts of combat styles were you thinking of?</p><p></p><p>Each of the styles, even the melee ones, can add depth to a gunplay-based game. Brute lets you wield bigger guns than usual, for the folks who want to dual shotgun stuff. Commando is good for snipers. Clincher is nice if you want to get in close and use guys as shields as you shoot their buddies. Dreadnought, well, it just makes you tougher. Two-Weapon Fighter works as well for guns as it does for swords.</p><p></p><p>As for noncombat 'styles,' I generally want as few rules as possible for social interactions, so I can leave it to roleplaying. My players like doing all that stuff in character. I've never seen a system that does 'roleplaying rules' well, but if you have any suggestions, I'd consider it.</p><p></p><p>Mostly I'm looking to make combat more fun, and just rely on a tweaked version of Obsidian's skill challenge system for other stuff.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5005003, member: 63"] Agreed on dreadnought. Any suggestions? The idea with sanity is like Call of Cthulhu: very stressful things can force sanity checks, with various consequences. Short term things like "flip out" or "freak out," or longer term things like mental diseases. But that's not necessary for using the rules in an 'action movie' style. I really haven't done too terribly much work on the 'sanity' side of things. As for Afflict, the plan is for combat to be like, "Shoot, shoot, shoot" for a few rounds until he's bloodied, and then "take him out some way special." Shoot someone's eye out, leave them bleeding out of their guts, daze them, or otherwise put them in a bad place. Once you give it a few tries I think it should become pretty straight forward. I'm hoping it encourages dramatic conclusions to fights, instead of just ablating hit points until victory. I'll be starting a mini-campaign with these rules next week, so I'll see whether my hunches are totally off base. Well, the thing is, how many different ways are there to shoot people? I came up with more options for melee combat because there are more options for melee combat. Maybe it's a failing of my creativity. I suppose I could have some sort of heavy guns style, and probably a vehicle-based one. What other sorts of combat styles were you thinking of? Each of the styles, even the melee ones, can add depth to a gunplay-based game. Brute lets you wield bigger guns than usual, for the folks who want to dual shotgun stuff. Commando is good for snipers. Clincher is nice if you want to get in close and use guys as shields as you shoot their buddies. Dreadnought, well, it just makes you tougher. Two-Weapon Fighter works as well for guns as it does for swords. As for noncombat 'styles,' I generally want as few rules as possible for social interactions, so I can leave it to roleplaying. My players like doing all that stuff in character. I've never seen a system that does 'roleplaying rules' well, but if you have any suggestions, I'd consider it. Mostly I'm looking to make combat more fun, and just rely on a tweaked version of Obsidian's skill challenge system for other stuff. [/QUOTE]
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