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Post by lilithsboy on Feb 18, 2015 21:13:35 GMT -5
I think that this is possible actually. Some things are almost universally accepted, of course you will have variances and house rules heck sometimes I house rule one thing in one game for a certain feel and house rule something else in a different game for a different feel.
(Common things that people change)
Magic (DONT SHOOT ME MANAH YOU KNOW I AM ON YOUR SIDE HERE) But many people think it is too shall we say undefined sorcery litterally says you can do anything put some limits. (me and Manah will just houserule them out)
Deathspiral- I have never met someone who likes this rule and it seems completly contrary to the books when the heroes are hurt bad seems to be when they have the most energy and create the most spectacular scenes I sometimes actually reverse the death spiral (i.e. you gain more energy the more hurt you are due to desperation and adrenaline)
splitting durability into it's components- Many people love this I had never thought of it before coming here but I love it now that I have found it. In fact most games run this rule that I have seen
(some issues that I notice that people sometimes hate and sometimes like)
Energy battery (and the other one cant remember names)- seems to me like doubling up on energy but some like this
Somehow nerfing telepathy and energy drain at range- Many people have major peves with this
Letting abilities normally reserved for items on characters- Most notably ability as modifier but there are others
(my personal pet peve)
EXP- so you are telling me that increasing my close combat from level 1 to level 2 will cost the same as increasing phoenix force from level 21 to 22.... What are you smoking?
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Post by lilithsboy on Feb 18, 2015 21:14:41 GMT -5
I would suggest revamping the house rules into a cohesive document and actually rating the things that people find most helpful as far as solutions go.
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Post by AzinDine on Apr 18, 2015 5:14:15 GMT -5
So I think that Ricochet has a solid idea there. Various Weapon Modifiers, then make sure you give examples of where it came from. Something like Wolverine/Draken/X23 I'd say would "always be on" As they can pull it out in a moment. Psylocke's psi blade though I'd say requires a stone to activate it. But then, this is where you get into conflicts, fire works was it's own power. Was it a great one? It could be become one. Would someone think of that if they see the word "Force Blast"? Probably not. Simplicity. At least for a cover. Break down what you know works and find out why, break down what doesn't, figure out why. Long ranged Telepathy and others, yeah, they can be problematic, but There are characters that can. (Not often). The XP system did have a lot to be desired. It sorta had an old Shadowrun feel(lines of xp or something like that I think).. Not so much in the way of numbers(like 1000 to 2000, ect) but I think it(XP) would have to go up on a progressive scale. Also different with skills than powers. Lots of people can learn skills, it can be harder to learn how to control/increase your power output.
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Post by Neros on Apr 19, 2015 16:09:47 GMT -5
Funny I first notice this post now.. Shame on me.. During the last half a year or so, I've been working on adding all the MURPG 2.0 rules into a pdf book in the style of the House Rules PDF (I was the on who created that file wayyyyayyy back then.. But this time, it will be prettier.. Better). Most of the stuff is strait from MURPG 2.0, but some of it is house rules made up with my own group (these boards sure seem happy about their house rules). At the moment, I am nearing completion of a version that can be shown to the public eye and was planing on releasing it in the MURPG 2.0 section later this month, hoping to get that part of the forum going again. But it was a big project, and I agree that there was to many types of players to truly create one united-ultimate-guide to rule them all. You would have to create a guide for each group of players and even then these groups would have groups that had their own house rules and preferences But I can see adding different D&R charts for different game-types.
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Post by roxolid on May 14, 2015 21:38:25 GMT -5
Been working on this when I get a chance.
Will probably get shot (or ignored, shouted at, cursed etc) for suggesting this but I've combined (sort of) DC Heroes RPG with MURPG.
Added an extra couple stats to MURPG (Perception and Will).
Combat is resolved by Adding Speed, Agility, Perception + applicable Skills, Powers, Equipment and Modifiers for each side. Then add Energy points to boost your total. This is your Attack Score.
That done, roll 2D10 and add it to the total for each side. Highest total wins, look on a table to see how accurate it was, then add Strength (or power, or weapon etc). Subtract Durability (for non lethal attacks) and/or Toughness, force field etc. What's left comes off health.
That means in every combat round there is a winner, and combat really zips along, lasting only a few posts in PBP. In addition the dice explode (doubles of 2-10) but double 1 always fails. To make the math easier you can subtract the lower Attack Score from the higher before dice are rolled so the lower score only rolls 2D10 (no adding involved) and the higher rolls 2D10 plus reduced Attack Score.
Example:
Spiderman (Agility 6, Speed 5, Perception 4, Close Combat: Martial Arts 4, Strength 5, Durability 4, Health 13, Body 8, Energy 12) takes on Green Goblin (Agility 4, Speed 3, Perception 4, Close Combat 3, Strength 5, Durability 4, Chainmail Armour 2, Health 13, Body 8, Energy 12)
Spideys Attack Score is 19 and he spends 6 energy to bring it up to 25.
Goblins Attack Score is 14 and he spends energy to bring it up to 20.
Subtract the lower (Goblins 20) from Spidermans Higher (25) meaning Spidey rolls 2D10+5 and Goblin rolls 2D10
Spidey D8ciCwGY1-10 1-10
Goblin 1-10 1-10
(Continues in next post when I know what dice rolls are)1-10�1-10�1-10�1-10
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Post by roxolid on May 14, 2015 21:41:37 GMT -5
Spiderman (Attack Score 5) rolls 8, so he's up to 13 points for his Attack Score.
However Goblin (attack score 0) rolls 16. He wins this round!
Looking on the table his accuracy (16-13=3 points) gives his bonus of 2 damage, added to his Strength (5) (unless he wanted to use a weapon but in this case he wants to knock spideys teeth out) for 7 Damage. He's not trying to kill Spiderman (who would he gloat to?) so Spiderman reduces the damage by Durability (4) and takes 3 points from his Health score, putting him on 9.
He could opt to absorb the damage with energy (on a 1:1 basis) but that would leave him short for next round, when he intends to clean Goblins clock!
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Post by roxolid on May 14, 2015 21:49:12 GMT -5
Still on first draft. Going to go through it and try to keep as much of MURPG as possible (save of course adding the dice) but when it comes to powers will be tweaking them.if anyone is interested I can share the progress, but because of the adding dice part I'm sure it will upset some purists. *shrug* can't please everyone all the time To comply with copyright laws with regards art have taken images from copyright lapsed (75+ year old and freely available on the internet) comics. Unfortunately from back then most comics were western, and the few superheroes were usually domino mask types that sort of look the same, but I can't draw and it's better to have nothing rather than bleeding eye text walls!
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