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[SR6] House Rules

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MercilessMing:

Spell Amps
That should have been in Street Wyrd

Subtle Casting    +1DV 
+1 Threshold to tests to notice casting.
Combine this with a reduced normal threshold to notice casting, because the CRB rule is crazy high

Reckless Casting   +1DV
+1 Wild Die to spellcasting tests.  Spells cast recklessly are always obvious.

Finstersang:

--- Quote from: MercilessMing on ---
Spell Amps
That should have been in Street Wyrd

Subtle Casting    +1DV 
+1 Threshold to tests to notice casting.
Combine this with a reduced normal threshold to notice casting, because the CRB rule is crazy high

Reckless Casting   +1DV
+1 Wild Die to spellcasting tests.  Spells cast recklessly are always obvious.

--- End quote ---

Coincidentally, I had already implemented the exact same houserule for the Wild Die option, just with a different name ;D. An Amp to go stealthy didnīt occur to me, though.

Absolutely loving it and yes indeed: These should have been in Street Wyrd (along with an overhaul to the existing Amps for Combat spells...)

MercilessMing:
Qualities

Negative
Essence Hole
At some point in the past, you had one or more pieces of ware removed.  Maybe it was defective, maybe you needed the cash, or maybe it was removed without your consent.  In any case, you're left with all the drawbacks of ware without the benefits.


* Game Effect: Each level of Essence Hole reduces your Essence by .2, creating an Essence Hole of a corresponding amount.  This hole can be reduced or eliminated with augmentations as normal (see Essence Holes, pg. 146, Sixth World Companion).  It cannot be bought off with karma. 
* Bonus: 2 Karma per level (max 10 levels)

draxdeveloper:
Knowledge House Rule

This house rule take in consideration how much specialized a skill is and apply it in the Legwork table from Contacts (page 50)

I don't know if I can copy the table here so I will not. But level 0 and 1 don't represent someone with a real knowledge in the subject, so we will start with level 2. In the same way levels 9 and 10 are far above the expected info you would get with a knowledge skill, so we have 7 levels, most skills fall in level 2 or 3 (rating 3 and 4 in legwork results).
I can't add a table with examples now but it would be something like:
Level 1: Generalist level (Trideo)
Level 2/3: Regular level (most examples of knowledge skills)
level 4/5: Specific level (A specific genre of Trideo Series)
level 6: Really Specific level (A specific Trideo Series)
level 7: Obscure level (Characters of a specific Trideo Series)

Not the best examples but I hope I could make the concept clear, anyway...

You can get the quality of the info based on the specificity knowledge level, so if your knowledge is level 5 you would know "secrets and hidden information" , if it's level 1 you would know just "a few nuggets of information" and if it's level 7 "some deep secrets".

You can access information for a higher level making a memory roll, the threshold 2 + the difference of the levels. So if you have a knowledge level 3 and want something level 7 the threshold would be 6.

Language House Rule

This one is easier, the levels are almost the same but each level have some definitions, also the basic level now is named accented and you can buy a level above expert (master or something like that) that it's almost as native level.

Language (Accented): You can read and write with no issues, but you have a heavy accent. Add one to the threshold of a con test if you are trying to disguise as a native of the language. Roll if the target is speaking somewhat faster, in a low level or if there is a lot of noise. In other words anything that would force you to focus in what the target is speaking
Language (Specialist): You got ridden of the accent or can easily disguise it. Roll if the target is speaking really fast, whispering or using a lot of slangs.
Language (Expert): You just need to roll if worst conditions or if your mental status is really affect (confused or similar)
Language (Master): You almost work as a native. You need two extreme conditions to need to roll, also you have a bonus of 4 (all the bonus are the same as the book)
All the tests are to know if the player understand the language. If the player need to roll a perception test they it's must be a separated test and must be made before the language test (if you didn't hear anything there is no need to know if you would understand it)

MercilessMing:
Grenade resolution too complicated?  The 6e core book wants you to refer to three tables to resolve this.  Scatter direction, scatter distance, dodge penalty.  But you can get very similar results with a much simpler approach.

Simpler Grenade Resolution (6e)

An attack with grenade or similar area effect weapon, whether thrown (Athletics, sp. Throwing) or launched (Exotic Weapons, sp. Launchers) is a Simple test with a threshold determined by the gamemaster.  If the attack meets or exceeds the threshold, the object lands or arrives close enough to the target to be considered accurate.  If the attack misses the threshold, the object will land some distance away.  The more the roll misses, the farther away it lands.
One attack die will always be a Wild Die.  This adds the random element that the RAW models with the extra 2D6 roll.  A hit on the Wild Die increases the accuracy of the throw, while a 1 will make it less accurate.

Suggested Base Threshold for Thrown attacks:
1 for every 5 meters of distance (Distance / 5), plus more based on difficulty (CRB pg. 36 for guidelines)
Example: An average difficulty throw from about 30 meters away would have a threshold of 9.

Suggested Base Threshold for Launcher attacks:
Threshold based on Range category, plus more based on difficulty (CRB pg. 36 for guidelines)
Close: 7
Near: 5
Medium: 7
Far: 9
Extreme: 11

Scatter
The thrown or launched object will scatter by 1 meter per missed threshold hit.  The direction should be determined by the gamemaster, either determined randomly or decided by what's appropriate in the narrative.  The wild die result could be used as inspiration for this.

Avoid Incoming (A) Minor
Instead of rolling REA + Athletics - Dodge Penalty (determined by the Dodge Penalty Table):
Roll REA + INT and don't apply any dodge penalty.  For every hit, character may move 1 meter in the direction of their choosing.  If the move 2+ meters, they may also elect to drop Prone.

Justification: Easier to remember than REA + Athletics, eliminate penalty to streamline, makes minor somewhat useful since it provided almost no benefit before.

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