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<blockquote data-quote="WhimsyTheFae" data-source="post: 2702999" data-attributes="member: 8964"><p>Ok, I will post my house rules. Aside from applying one piece of Errata, I also tried to address a couple other issues (found during play or when reading the Green Ronin True20 boards). Also, you may find use in the damage clarification that I posted in the <a href="http://www.enworld.org/showthread.php?t=154558" target="_blank">True20 Wound Clarification</a> thread and Steve Kenson confirmed.</p><p></p><p>First, I found that without AoO, tripping an opponent is worthless unless you have friends to gang up on the prone individual. This didn't make sense to me, as I see tripping someone in one-on-one combat as being useful when followed up with a strike or grapple. Since trip is a standard action, the opponent is able to get up before I can follow up, unless conviction is used. So, I modified the Improved Trip Feat to allow the trip maneuver as a Move Action.</p><p></p><p>Second, I wanted to address the feats that allow extra attacks in a round (cleave, great cleave and two-weapon fighting). The Multi-Attack feat addresses any extra attacks used during the round, replacing cleave and great cleave. The Rapid Fire feat gives ranged weapon users a similar "multi-attack" feat. The Two-Weapon Combat feat addresses a secondary weapon's uses in attack, defense and damage; taking the place of both Two-Weapon Defense and Two-Weapon Fighting. My reasons for these changes are to try to keep the round to one attack roll per character.</p><p></p><p>Third, I found that wielding a weapon with two hands had no benefit, so I decided to apply a simple +1 to damage when wielding a One or Two handed weapon with two hands (not Light weapons).</p><p></p><p>Here are my house rules, hopefully they are easy to follow:</p><p></p><p>True20 House Rules & Errata</p><p></p><p><u><strong>Chapter 1: Hero Creation</strong></u></p><p><em>[Errata]</em></p><p>The adept chooses a single key ability for all his powers.</p><p></p><p><u><strong>Chapter 3: Feats</strong></u></p><p><em>[Modified General Feats]</em></p><p><strong>Improved Trip</strong></p><p>In addition to the benefits listed (+2 on Str and Dex checks to trip an opponent, and they do not get an opportunity to trip you if you fail), the character also treats the Trip maneuver as a Movement Action instead of a Standard Action.</p><p></p><p>Without the feat, the Trip maneuver is treated as a Standard Action.</p><p></p><p><em>[New General Feats]</em></p><p><strong>Two-Weapon Combat</strong></p><p>Prerequisite = +2 Dex or more</p><p>If wielding a second weapon or fighting unarmed (against an unarmed opponent or with the Improved Strike) the character can choose to gain a +1 to attack, to damage or to defense.</p><p></p><p>Without the feat, the character can gain the same benefit, but at a cost of -2 to the other two rolls.</p><p></p><p><em>[New Martial Feats]</em></p><p><strong>Multi-Attack</strong></p><p>Prerequisite = +2 Dex or more</p><p>The character can attack multiple opponents in melee by taking a -2 to attack for each additional opponent attacked. Each target’s defense is used to resolve the attack, with a toughness save being required for each opponent that is hit. If the character wishes to direct multiple attacks at one opponent, the penalty remains the same and damage is increased by +1 per additional attack.</p><p></p><p>Without the feat, additional armed attacks are made with a -4 per extra attack.</p><p></p><p><strong>Rapid Fire</strong></p><p>Prerequisite = +2 Dex and Quick Draw</p><p>The character can attack multiple opponents with ranged attacks by taking a -2 to attack for each additional opponent attacked. Each target’s defense is used to resolve the attack, with a toughness save being required for each opponent that is hit. If the character wishes to direct multiple attacks at one opponent, the penalty remains the same and damage is increased by +1 per additional attack.</p><p></p><p>Without the feat, additional armed attacks are made with a -4 per extra attack.</p><p></p><p><em>[Removed General Feats]</em></p><p><strong>Two-Weapon Defense</strong></p><p><strong>Two-Weapon Fighting</strong></p><p></p><p><em>[Removed Martial Feats]</em></p><p><strong>Cleave</strong></p><p><strong>Great Cleave</strong></p><p></p><p><u><strong>Chapter 5: Equipment</strong></u></p><p><em>[Rule Addition]</em></p><p><strong>Light, One-Handed, and Two-Handed Melee Weapons</strong></p><p>Wielding a weapon with two hands grants a +1 to damage. Only one-handed and two-handed weapons may be wielded with two hands.</p></blockquote><p></p>
[QUOTE="WhimsyTheFae, post: 2702999, member: 8964"] Ok, I will post my house rules. Aside from applying one piece of Errata, I also tried to address a couple other issues (found during play or when reading the Green Ronin True20 boards). Also, you may find use in the damage clarification that I posted in the [URL=http://www.enworld.org/showthread.php?t=154558]True20 Wound Clarification[/URL] thread and Steve Kenson confirmed. First, I found that without AoO, tripping an opponent is worthless unless you have friends to gang up on the prone individual. This didn't make sense to me, as I see tripping someone in one-on-one combat as being useful when followed up with a strike or grapple. Since trip is a standard action, the opponent is able to get up before I can follow up, unless conviction is used. So, I modified the Improved Trip Feat to allow the trip maneuver as a Move Action. Second, I wanted to address the feats that allow extra attacks in a round (cleave, great cleave and two-weapon fighting). The Multi-Attack feat addresses any extra attacks used during the round, replacing cleave and great cleave. The Rapid Fire feat gives ranged weapon users a similar "multi-attack" feat. The Two-Weapon Combat feat addresses a secondary weapon's uses in attack, defense and damage; taking the place of both Two-Weapon Defense and Two-Weapon Fighting. My reasons for these changes are to try to keep the round to one attack roll per character. Third, I found that wielding a weapon with two hands had no benefit, so I decided to apply a simple +1 to damage when wielding a One or Two handed weapon with two hands (not Light weapons). Here are my house rules, hopefully they are easy to follow: True20 House Rules & Errata [u][b]Chapter 1: Hero Creation[/b][/u] [i][Errata][/i] The adept chooses a single key ability for all his powers. [u][b]Chapter 3: Feats[/b][/u] [i][Modified General Feats][/i] [b]Improved Trip[/b] In addition to the benefits listed (+2 on Str and Dex checks to trip an opponent, and they do not get an opportunity to trip you if you fail), the character also treats the Trip maneuver as a Movement Action instead of a Standard Action. Without the feat, the Trip maneuver is treated as a Standard Action. [i][New General Feats][/i] [b]Two-Weapon Combat[/b] Prerequisite = +2 Dex or more If wielding a second weapon or fighting unarmed (against an unarmed opponent or with the Improved Strike) the character can choose to gain a +1 to attack, to damage or to defense. Without the feat, the character can gain the same benefit, but at a cost of -2 to the other two rolls. [i][New Martial Feats][/i] [b]Multi-Attack[/b] Prerequisite = +2 Dex or more The character can attack multiple opponents in melee by taking a -2 to attack for each additional opponent attacked. Each target’s defense is used to resolve the attack, with a toughness save being required for each opponent that is hit. If the character wishes to direct multiple attacks at one opponent, the penalty remains the same and damage is increased by +1 per additional attack. Without the feat, additional armed attacks are made with a -4 per extra attack. [b]Rapid Fire[/b] Prerequisite = +2 Dex and Quick Draw The character can attack multiple opponents with ranged attacks by taking a -2 to attack for each additional opponent attacked. Each target’s defense is used to resolve the attack, with a toughness save being required for each opponent that is hit. If the character wishes to direct multiple attacks at one opponent, the penalty remains the same and damage is increased by +1 per additional attack. Without the feat, additional armed attacks are made with a -4 per extra attack. [i][Removed General Feats][/i] [b]Two-Weapon Defense[/b] [b]Two-Weapon Fighting[/b] [i][Removed Martial Feats][/i] [b]Cleave[/b] [b]Great Cleave[/b] [u][b]Chapter 5: Equipment[/b][/u] [i][Rule Addition][/i] [b]Light, One-Handed, and Two-Handed Melee Weapons[/b] Wielding a weapon with two hands grants a +1 to damage. Only one-handed and two-handed weapons may be wielded with two hands. [/QUOTE]
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