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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1803246" data-attributes="member: 12332"><p>Indeed. As much as I like Blood and Vigilance, for my specific game (which isn't pure supers) I've got a bucket full of house rules. We had a character who took a bunch of tactical HtH combat feats ... started slowing the game down considerably in the "Fight The Mook" Phase. So I took out AoOs entirely (ala M&M) and worked with the player to rebuild the PC in another direction. </p><p></p><p>We also have an expanded list of "What To Do With Action Points" system taken from Grim Tales (along with some house ones ... 2 APs will allow for a dramatic rewrite, and 1 AP with a Reputation roll will allow for pulling one of Doc's gadgets out of the pocket. "Because I figured I'd need this suction-cup throwing-star tracking device!").</p><p></p><p>We also replaced Initiative rolls with playing cards. I cannot stress how much this sped up the game. No more scribbling numbers, and we can redeal initiative each round (making things more unpredictable). We use the face value of the card and each 4 points of Iniative bonus gives another card (taking the highest dealt). -4 Init. you get 2 cards and take the worst of the two. Jokers go first in the round and get a free AP to do with as they please (even mooks, which is fun!). Suicide King gets -2 on all actions in that round. I really like it and have actually used the system to replace init in ALL of my d20 games. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1803246, member: 12332"] Indeed. As much as I like Blood and Vigilance, for my specific game (which isn't pure supers) I've got a bucket full of house rules. We had a character who took a bunch of tactical HtH combat feats ... started slowing the game down considerably in the "Fight The Mook" Phase. So I took out AoOs entirely (ala M&M) and worked with the player to rebuild the PC in another direction. We also have an expanded list of "What To Do With Action Points" system taken from Grim Tales (along with some house ones ... 2 APs will allow for a dramatic rewrite, and 1 AP with a Reputation roll will allow for pulling one of Doc's gadgets out of the pocket. "Because I figured I'd need this suction-cup throwing-star tracking device!"). We also replaced Initiative rolls with playing cards. I cannot stress how much this sped up the game. No more scribbling numbers, and we can redeal initiative each round (making things more unpredictable). We use the face value of the card and each 4 points of Iniative bonus gives another card (taking the highest dealt). -4 Init. you get 2 cards and take the worst of the two. Jokers go first in the round and get a free AP to do with as they please (even mooks, which is fun!). Suicide King gets -2 on all actions in that round. I really like it and have actually used the system to replace init in ALL of my d20 games. --fje [/QUOTE]
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