I've been toying with my own house rules for MURPG for a couple years now. One of the things that first attracted me to this site was a mention of the 2.0 project on some other random forum. This is probably the third serious collection of rules for my IRL games; I'm constantly trying out new things and stealing from my friends here on the board, so I thought I'd share what I've got so far.
Because of the length, I've attached my house rules as a separate document. It's a mismash of tidbits (often much more!) taken from 2.0 and TWF, DL’s Retread Rules, WK’s House Rules, and the Guide to MRPG House Rules book, by Nero, Cwylric, Asmodeus, Pirate Spice, Wildknight, and Dionan. There's probably others (I'm not a very conscientious pirate; I don't take names!) -- some of it I even wrote myself.
One more note: I've been particularly keen on reworking magic, and I've done so MANY times. Included in the document (and its Appendix) is my current rules set for Mastery of Magic. It's a bit lengthy, but I wanted to make it all-inclusive. If anything I'd particularly appreciate feedback on that section, as we're just starting to test play it IRL.
"Why does everyone say my name like it means shut up?” –Jubilee X-Men#10
Firstly, my name is Neros, not Nero Also, it could be nice if the rules you made yourself was easier to spot compared to what is in the MURPG 2.0 rules, but it might be to hard to split everything up like that (I've made my own houserule file, and know how it works. Its hard to keep track of it all )
This isn't all the thoughts I have had about it, but its a good portion of them
Power armor It sounds more or less just as broken as the old rules where, and so fare, the 2.0 rules have worked very well on this part of MURPG
Transform self Sounds rather overpowered since the weaker form can become incredible powerful with half the stones. I have tested the rules for 2.0 and it works great. One of my players had this and her strong form was just as much worth as the other characters, while her weak form (very weak, almost normal) don't affect the game.
Dublicate Self It seems incredible powerful. You act by yourself, and the dubs can act on their own, which basicly gives you endless Actions. Also, Im having a hard time understanding how it works. How does my 10 dubs hit someone? Autonomous Option: I think its gona become a pain to keep track of all those possible sitational modifiers. And where do you store them? And what is this modifier it keeps mentioning?
Animation How does the power work without and option? Augmentation option: So you pay the stones for the durability to animate it, then pay seperatly to boost it?
Drain Energy Those are some nice options, but I really wish that the Minion Option was abit more specific. Its very vauge and up to the GM. I would also really like to know why its a disadvantage
Leadership I really like some of these options
Invisibility Affects others option: Gramma correction/question at the Affects others part: ".. per guest you with to make vanish with you.". Do you mean wish? Mental Invisibility option: does mental defense work here?
Mastery of element What do you mean by spending stones to improve it as and advantage? Why does the Resist and immunity option cost the same? Accumulate energy option: So you can invest your entire pool into and effect and continue doing so? So with a mastery of 7 and area effect, you can basicly destroy the world since breaking stuff isn't that high a Difficulty (atleast earth and rocks). Absorb Element Option: Its much cheaper to take the energy absorbtion option for energy defense than adding it to your mastery Must exist as element option: I was never a fan of this since the option simply did what the "looking none human" challenge did.
Mastery of Magic Not gona comment this one to much, since magic always have been a pain in murpg. But it seems way out of he leauge for a starting character and seems very powerful and complex.
Metamorphosis Having to spend allot of stones AND maintaining this power makes it very costly on your energy pool, so I don't like that you have to maintaine it.
Neutralize Powers Doesn't sound to bad, although I think it might be to powerful. If you know what powers someone has, all you have to do is have a high enough AN and can peel away their ability to do anything. But then again, most peoples primary powers are around the 7's or so, so you would have to set your AN to 8 (15w) to be sure to be able to do any "damage". Suppression Option: Does it become a Modifier with this option since it mentions MN instead of AN??
Psi Weapon Sounds expensive to only be able to make a single type of weapon, and expecially since the shape has no effect on the power. Like if you only can make swords, you just make allot of varius versions of swords. Why not just let the player decide the shape of the weapon? And if the player gets unlimited, does he automatically get the option to make other weapons? Unlimited Create option: I would like this to be explained abit more, especially mechanically, since it just sais you can do it and not how.
Social Skills Banter option: Very nice idea, however way to powerful for its cost since it drains a persons active defense, actions and energy reserve, ignoring any kind of defense. And in my experience, "normal" characters have from 2-4 intelligence and 0-4 social skills.
Special Training Ability bonus option: I think giving it such a huge discount is very problematic. If you want to give them a discount, then I would suggest making it a +4. Actually, why did you set the cost at +2?
Telekinesis Ability bonus option: Same thing as with Special Training. Having such a huge discount strongly encourages people to make stereotypes. Discounts: The same as with bonuses, it strongly encourges to stereotypes, which we tried to get rid of in 2.0.
Telepathy Not to bad at all, but why didn't you place the rules for the options under the options? Its seems abit silly to have to look somewhere els for them. Discount: Same as with the others. Can't read minds: Why is this even here? I mean, what does the power do if you take this option? I can understand Empath, but you this doesn't seem like it gives any alternate use and negates the "core" of the power.
Absorption This is one of the powers I really want to look into for 2.0, because I hate the old powers which simply had a flat cost. It was so boring, really hard to customize and usually they were very vauge about the rules and was usually very powerful.
Copy Powers Same as with Absorption, although I like the ideas about the options.
Energy Defense Absorb energy option: Acid isn't energy Empower option: Why only Strength and speed? Limited scope: Maybe note that you can't take this option and a limited absorb energy option.. Unless the power still works as normal Energy defense even with the absorption option
Healing Fact or Extended life option: Having lived long or being immortal (can't age), gives no mechanically advantage, so paying for it especially a +1), seems very wrong to me.
Reflexive Dodge & Toughness Why do you want the cost of these to be +2?
Concealable So If a buy a General modifier for Close Combat, I don't have to pay for this option. But why do I have to pay extra stones if I say its claws?
Increased Rage I think you meant to call this power "Increased Range"