Post by Manah on Aug 11, 2018 8:25:56 GMT -5
(OOC: Copied from the Manah-Tan Project rules)
IMPORTANT NOTE: I consider some 'house rules' to be - or to 'should have been', anyway, in the Core Rules. Those I will add here. If those house rules were made by someone else, I will give credit where credit is due. If I do not know where it comes from or who made it, I apologize, it's not out of any ill intent. If anyone is aware of the origin of a given house rule, please let me know; although be aware that most of those I came up with myself, and it's not impossible for two people to get the same idea, lol.
This thread is where I will put my own version of the 'core rules', and what I feel should be added to them. Keep in mind that I generally prefer Accuracy over Game Balance, which means that some powers might be unfit for some games. It is up to the GM to allow or disallow such powers or abilities, but I will nonetheless cover them in my rules if they exist somewhere. Same goes for powers from specific universes covered elsewhere in the Manah-Tan Project.
I might not be able to write all of these in one sitting, so if not everything is covered... please be patient. I'll get there. ^_^ For starters, let's
1) 9 ACTION BOXES LIMIT: DOES NOT EXIST
Because it's dumb, and it's stupid, and it makes no sense, and I don't like it, and I won't use it, and no, you cannot convince me otherwise.
2) CADs OF EXISTING CHARACTERS IN THE BOOKS
...are generally incorrect, misrepresented, incomplete, and/or outdated, and are not to be taken as correct 95% of the time as far as I am concerned.
3) SPECIALITIES
...do matter. I know some/many GMs barely take them into consideration, but I like to. The way I do things is, a specialty gives a positive sitmod to its user, which may or may not be countered by one of their opponent's. Also, the more vague a speciality is, the lower the sitmod it grants, and the opposite is true for a more precise one. For example, a speciality that says 'Swords' might provide one with a simple 1 stone sitmod, while 'Bastard Swords' would give 2, while 'Excalibur' would give 3. Of course, naturally, the more precise the more restricting it is. Meanwhile, an opponent might have specialties of his own, which may be enough to counter their opponent's own sitmods... or not. In the end, specialties do matter, so do pick them if you can.
IMPORTANT NOTE: I consider some 'house rules' to be - or to 'should have been', anyway, in the Core Rules. Those I will add here. If those house rules were made by someone else, I will give credit where credit is due. If I do not know where it comes from or who made it, I apologize, it's not out of any ill intent. If anyone is aware of the origin of a given house rule, please let me know; although be aware that most of those I came up with myself, and it's not impossible for two people to get the same idea, lol.
CORE RULES
House-ruled Manah Style
House-ruled Manah Style
This thread is where I will put my own version of the 'core rules', and what I feel should be added to them. Keep in mind that I generally prefer Accuracy over Game Balance, which means that some powers might be unfit for some games. It is up to the GM to allow or disallow such powers or abilities, but I will nonetheless cover them in my rules if they exist somewhere. Same goes for powers from specific universes covered elsewhere in the Manah-Tan Project.
I might not be able to write all of these in one sitting, so if not everything is covered... please be patient. I'll get there. ^_^ For starters, let's
1) 9 ACTION BOXES LIMIT: DOES NOT EXIST
Because it's dumb, and it's stupid, and it makes no sense, and I don't like it, and I won't use it, and no, you cannot convince me otherwise.
2) CADs OF EXISTING CHARACTERS IN THE BOOKS
...are generally incorrect, misrepresented, incomplete, and/or outdated, and are not to be taken as correct 95% of the time as far as I am concerned.
3) SPECIALITIES
...do matter. I know some/many GMs barely take them into consideration, but I like to. The way I do things is, a specialty gives a positive sitmod to its user, which may or may not be countered by one of their opponent's. Also, the more vague a speciality is, the lower the sitmod it grants, and the opposite is true for a more precise one. For example, a speciality that says 'Swords' might provide one with a simple 1 stone sitmod, while 'Bastard Swords' would give 2, while 'Excalibur' would give 3. Of course, naturally, the more precise the more restricting it is. Meanwhile, an opponent might have specialties of his own, which may be enough to counter their opponent's own sitmods... or not. In the end, specialties do matter, so do pick them if you can.