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<blockquote data-quote="Lanefan" data-source="post: 3763670" data-attributes="member: 29398"><p>I dreamed up a house-rule system for ship-vs.-ship combat quite some time ago...if you like (and are prepared to wait; it's not stored electronically anywhere) I can shoot what I've got over to you.</p><p></p><p>I'm not sure there can be a system that would work for all of say, ships and caravans and dirigibles; if for no other reason than the huge differences in: movement capabilities, vulnerabilities of the transport platform, and on-board armaments and defenses. I'd be happy if they could just do ship-vs.-ship (as that probably comes up most often by far) and let us use that as a base for all the others.</p><p></p><p>As for what I'd like to see otherwise:</p><p></p><p> - return of resurrection survival % rolls, to make death slightly more daunting (some suggestions in a table for why resurrections fail would also be nice)</p><p> - a useful set of rules for interplanar travel other than via gate or planeshift - is it possible to physically walk from one plane to another and if so, how?</p><p> - some random encounter generation tables by approximate desired level (or CR) and location</p><p> - a more granular system for determining where you go when you're lost (in darkness, at sea, anywhere that you have a 360-degree option of where you might go) with weight given to where you are trying to go and to factors that might influence your travel (tide, wind)</p><p> - more granularity overall where required - don't be afraid to use % rolls; they're not that hard to do, and they allow for lots more options <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> - chase rules (others have hit this one already; I never think of it until it actually comes up in a game, then I start swearing I'll dream something up before next time but never remember to get on and do it)</p><p> - a functional "death's door" system for reviving a character who has just passed the brink of death - restarting the stopped heart, as it were</p><p> - core-rule level-advancement variants for fast (1-30 in <2 years) and slow (1-30 in 5+ years if ever) campaigns</p><p> - wild magic, intentional by spell and-or non-intentional by mistake or item destruction</p><p></p><p>Most other things I can think of have either a) been declared for 4e already (e.g. fixed ExP for monsters), or b) have been talked to death elsewhere, or c) just aren't likely to happen in the current atmosphere (e.g. initiatives re-rolled each round, removal of combat casting, etc.)</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3763670, member: 29398"] I dreamed up a house-rule system for ship-vs.-ship combat quite some time ago...if you like (and are prepared to wait; it's not stored electronically anywhere) I can shoot what I've got over to you. I'm not sure there can be a system that would work for all of say, ships and caravans and dirigibles; if for no other reason than the huge differences in: movement capabilities, vulnerabilities of the transport platform, and on-board armaments and defenses. I'd be happy if they could just do ship-vs.-ship (as that probably comes up most often by far) and let us use that as a base for all the others. As for what I'd like to see otherwise: - return of resurrection survival % rolls, to make death slightly more daunting (some suggestions in a table for why resurrections fail would also be nice) - a useful set of rules for interplanar travel other than via gate or planeshift - is it possible to physically walk from one plane to another and if so, how? - some random encounter generation tables by approximate desired level (or CR) and location - a more granular system for determining where you go when you're lost (in darkness, at sea, anywhere that you have a 360-degree option of where you might go) with weight given to where you are trying to go and to factors that might influence your travel (tide, wind) - more granularity overall where required - don't be afraid to use % rolls; they're not that hard to do, and they allow for lots more options :) - chase rules (others have hit this one already; I never think of it until it actually comes up in a game, then I start swearing I'll dream something up before next time but never remember to get on and do it) - a functional "death's door" system for reviving a character who has just passed the brink of death - restarting the stopped heart, as it were - core-rule level-advancement variants for fast (1-30 in <2 years) and slow (1-30 in 5+ years if ever) campaigns - wild magic, intentional by spell and-or non-intentional by mistake or item destruction Most other things I can think of have either a) been declared for 4e already (e.g. fixed ExP for monsters), or b) have been talked to death elsewhere, or c) just aren't likely to happen in the current atmosphere (e.g. initiatives re-rolled each round, removal of combat casting, etc.) Lanefan [/QUOTE]
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