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<blockquote data-quote="OpsKT" data-source="post: 4432312" data-attributes="member: 70780"><p>Just sharing what I have as house rules. They are suprisingly short for me, for once (much Like Saga Star Wars or WoD 2.0) I just don't feel I need many more rules to get the game feel I like. </p><p></p><p>------------------------------------------------</p><p style="text-align: center"><span style="font-size: 12px"><strong>House Rules v1.0</strong></span></p> <p style="text-align: center"><span style="font-size: 12px"></span></p> <p style="text-align: center"><span style="font-size: 12px"></span> </p><p></p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><span style="font-size: 12px"><strong>Blasts/Bursts/Area attacks:</strong> Only roll hit and damage once per attack, compare result to each creature, and apply same damage to speed up play. Does not apply to powers with primary/secondary targets or attacks. </span> </p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><span style="font-size: 12px"><strong>Light Blades:</strong> In keeping with the line of “reward accuracy as much as force” a character can use the higher of his STR or DEX modifiers on <em>basic attacks</em> with light blades. Damage is still based on STR. </span> </p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><span style="font-size: 12px"><strong>Grabs:</strong> An attacker can also render a grabbed opponent prone. This is a STR attack vs. Reflex or Fortitude, whichever is greater.</span></p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><span style="font-size: 12px"><strong>Masterwork Armors:</strong> Can occasionally be found in non-enchanted varieties in treasure and for sale (usually found unfinished). If for sale (or selling un-enchanted) they cost as much as a magic armor of their type with their minimum enhancement bonus -1.</span></p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><span style="font-size: 12px"><strong>Action Points:</strong> Gain extra ones on a <em>combat roll</em> of 20. Only one per encounter can be used for extra actions. Others can be used for a +1d6 to a d20 roll. </span> </p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><span style="font-size: 12px"><strong>'Small' Wizards:</strong> Gain weapon proficiency in the club instead of the quarterstaff. Staffs (the magic kind) can still be used as implements with the Enchant Magic Item ritual to resize it. </span> </p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><span style="font-size: 12px"><strong>Implements:</strong> Non-magic implements provide a +1 to the attack/activation roll only, while magic ones add a +1 (or more) to both attack/activation roll and damage/effects. </span> </p> </li> </ul></blockquote><p></p>
[QUOTE="OpsKT, post: 4432312, member: 70780"] Just sharing what I have as house rules. They are suprisingly short for me, for once (much Like Saga Star Wars or WoD 2.0) I just don't feel I need many more rules to get the game feel I like. ------------------------------------------------ [CENTER][SIZE=3][B]House Rules v1.0[/B][/SIZE][/CENTER] [CENTER][SIZE=3] [/SIZE] [/CENTER] [LIST] [*][LEFT][SIZE=3][B]Blasts/Bursts/Area attacks:[/B] Only roll hit and damage once per attack, compare result to each creature, and apply same damage to speed up play. Does not apply to powers with primary/secondary targets or attacks. [/SIZE] [/LEFT] [*][LEFT][SIZE=3][B]Light Blades:[/B] In keeping with the line of “reward accuracy as much as force” a character can use the higher of his STR or DEX modifiers on [I]basic attacks[/I] with light blades. Damage is still based on STR. [/SIZE] [/LEFT] [*][LEFT][SIZE=3][B]Grabs:[/B] An attacker can also render a grabbed opponent prone. This is a STR attack vs. Reflex or Fortitude, whichever is greater.[/SIZE][/LEFT] [*][LEFT][SIZE=3][B]Masterwork Armors:[/B] Can occasionally be found in non-enchanted varieties in treasure and for sale (usually found unfinished). If for sale (or selling un-enchanted) they cost as much as a magic armor of their type with their minimum enhancement bonus -1.[/SIZE][/LEFT] [*][LEFT][SIZE=3][B]Action Points:[/B] Gain extra ones on a [I]combat roll[/I] of 20. Only one per encounter can be used for extra actions. Others can be used for a +1d6 to a d20 roll. [/SIZE] [/LEFT] [*][LEFT][SIZE=3][B]'Small' Wizards:[/B] Gain weapon proficiency in the club instead of the quarterstaff. Staffs (the magic kind) can still be used as implements with the Enchant Magic Item ritual to resize it. [/SIZE] [/LEFT] [*][LEFT][SIZE=3][B]Implements:[/B] Non-magic implements provide a +1 to the attack/activation roll only, while magic ones add a +1 (or more) to both attack/activation roll and damage/effects. [/SIZE] [/LEFT] [/LIST] [/QUOTE]
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