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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: silva on August 15, 2013, 11:40:42 PM

Title: Games rules that you adopted as default
Post by: silva on August 15, 2013, 11:40:42 PM
What rules from games have you liked so much that you adopted as default, where possible ? For me it is:


1) Initiative from Marvel Heroic Roleplaying,

2) Resolution from Apocalypse World/Edge of the Empire/Warhammer 3e.

3) Sandbox structure from Apocalyse World.


How about you guys ?
Title: Rules from games that you adopted as default
Post by: LibraryLass on August 15, 2013, 11:56:06 PM
The standout to me is Wound and Vitality points from d20 Star Wars.
Title: Rules from games that you adopted as default
Post by: Monster Manuel on August 16, 2013, 12:19:01 AM
"Take 20", from d20 D&D, adjusted to whatever game I'm playing.
Title: Rules from games that you adopted as default
Post by: Benoist on August 16, 2013, 01:02:01 AM
RuneQuest's resistance table in my AD&D game (depending on specific situations). Not in other RPGs though.
Title: Rules from games that you adopted as default
Post by: TristramEvans on August 16, 2013, 01:04:14 AM
Character Modelling from FASERIP

I have no idea where a roll of 1 equals a fumble comes from, but it's been ubiquitous in my game groups from the beginning. Lost a bet once as to whether it was in the AD&D players handbook. I always assumed it was.

I've used Unknown Armies' sanity system in many a game before coming up with my own a few years back. I still think UA's is the best.

I wouldn't consider playing a battle in outer space with any system besides that in Star Frontiers: Knight Hawks.

The mass combat rules from the Army of Darkness rpg.
Title: Rules from games that you adopted as default
Post by: silva on August 16, 2013, 11:50:41 AM
oh, and I dont know which game implemented this but..

"Ignore emcumbrance rules"

is a great one too. :D
Title: Rules from games that you adopted as default
Post by: Exploderwizard on August 16, 2013, 01:08:28 PM
Reaction rolls and morale for systems that do not already include them.
Title: Rules from games that you adopted as default
Post by: robiswrong on August 16, 2013, 01:51:18 PM
Quote from: silva;682047oh, and I dont know which game implemented this but..

"Ignore emcumbrance rules"

is a great one too. :D

And is absolutely a terrible idea in a dungeon crawl.
Title: Rules from games that you adopted as default
Post by: Benoist on August 16, 2013, 03:34:48 PM
Quote from: robiswrong;682080And is absolutely a terrible idea in a dungeon crawl.
Maybe Silva ain't such a big fan of the Torchbearer story game, after all.
Title: Rules from games that you adopted as default
Post by: mcbobbo on August 16, 2013, 04:21:12 PM
The basic action economy from d20:  unlimited free actions, two substantial ones or one monolithic one.
Title: Rules from games that you adopted as default
Post by: FaerieGodfather on August 16, 2013, 05:57:34 PM
Phase chargen and aspects from Fate. Even if I don't use Fate points, these are fried gold for fleshing out who a character is.
Title: Rules from games that you adopted as default
Post by: TristramEvans on August 16, 2013, 06:01:53 PM
Talking is a Free Action.
Title: Rules from games that you adopted as default
Post by: Ladybird on August 16, 2013, 06:35:41 PM
Quote from: silva;6818982) Resolution from Apocalypse World/Edge of the Empire/Warhammer 3e.

Eh? The Apocalypse and FFG systems work in different ways - Apocalypse doesn't have a "no, but" option, and not much "yes, and" (7-9 tending towards "yes, but", while not many moves get a 13+ and it has to be specifically taken as an advance), while FFG decouples the "yes / no" and "and / but" axes entirely.

There's ancestry from the Vortex (C7 Doctor Who) system in there, too, but I'm sure that wasn't the first system to use "no, and" through "yes, and" as it's check results.

Quote3) Sandbox structure from Apocalyse World.

That's not a rule, that's a game structure and GM aid.

Anyway, talking is a free action (But only a little bit of it) should be everywhere, so now it is for us! As is not really bothering with XP, and XP for RP'ing.

I am thinking that the Dungeon World "end of session" questions are a better method for awarding XP - did your character actively follow the alignment you chose for them, did you learn something new and interesting about the world, did you acquire a notable treasure, and did you defeat a notable enemy - requiring some explanation as to what you did and why it counts. We've used a similar "what did your character do that was worthy of XP" thing before, but this formalises it nicely, and the structure can easily be adapted.
Title: Rules from games that you adopted as default
Post by: trechriron on August 16, 2013, 06:57:50 PM
From Fantasy Craft;

Special versus Standard characters. I will nerf any mechanics that directly take a player out of combat for longer than a round in exchange for a penalty of some sort. Standard characters are less powerful in some way that sets the heroes apart.

You can't REALLY die unless it's a dramatic scene (Cheat Death as it's called in FC). But you will suffer a setback of some sort.

Example: The Fear spell in Novus if you fail your save makes you run away for 1 min. Funny against NPCs, but not against PCs. So, instead I will introduce a Fear condition that is -2 on all rolls until you save out of it. You're scared, but you ARE a hero and so you can keep on fighting. Maybe include a higher level "Terror" at -4 for REALLY nasty demon/devils/undead or what not (only comes into play at higher levels...).

Reputation, Renown and Favors. Just too brilliant to not bring into any fantasy game.

From 13th Age;

Fail Forward.

Abstract combat field movement (engaged, close/near, far), probably touched up to include "how many rounds of movement far".

Mook rules.

From Runequest, 13th Age and Fantasy Craft (combined);

Runequest organizations and 13th Age relationships intertwines into the Reputation, Renown,Favors thing. Basically you have a relationship to an organization which opens up in game stuff (training, spells, secrets, contacts, etc.) and you invest your reputation to gain renown and/or favors from those organizations. Each organization will have a score of some kind that we can roll at the beginning of an adventure and the use those results to influence that adventure based on the organizations involved.

Riddle of Steel or Pendragon or FATE or World of Darkness;

I like "spiritual" traits, emotions, motivations to have an impact on play. So I like to include things like "courage", "Honor", "Selfishness" or other "free form" types of Traits you distribute some points into that tell me the type of character you're playing. The you can use those as bonuses sometimes or as penalties for XP. It's player choice and helps me prep things that relate to the specific characters at the table. Instead of a simple Alignment, I want there to be more granular indicators of the personality you're trying to portray.

Action System;

I really like the Stun versus Lethal break down of damage into life points, where you use a slash for stun and a "X" for lethal. I also like there to be some consequence for losing hit points that's tied to the damage you're taking.

Shadowrun and some other systems...;

I like Armor that converts some or all damage instead of outright removing it. I feel like Armor as Damage Reduction prolongs combat and doesn't model the real qualities of armor. This one takes some math and finagling for most systems that don't include it.
Title: Rules from games that you adopted as default
Post by: TristramEvans on August 16, 2013, 08:29:27 PM
I agree in regards to armour converting damage. I like a system that accounts for shock and bruising from impact. Iron Man may be able to take a pummeling from Thor and walk away, but he should be black and blue when he takes off the armour.

Outlaws of the Water Margin does this well.
Title: Rules from games that you adopted as default
Post by: Ravenswing on August 16, 2013, 11:52:39 PM
Mm ... GMing GURPS, I have a bunch of houserules, but I can't say many come from other systems.  They're more tweaks I prefer to use myself, which I couldn't attribute to another system.  One that goes back to my 1970s homebrew days are the various orders of wizardry in my gameworld, and a requirement that at least 51% of all a wizard's spells be taken from his or her Order's proprietary list.

The few I can attribute to a system come from The Fantasy Trip, the lineal ancestor of GURPS, and which I ran for a few years before I got into the GURPS playtest.  One is TFT's Rule Of Five: you can only have five magical items on your person at any one time, and you can only have five active spells on you at any one time.
Title: Rules from games that you adopted as default
Post by: James Gillen on August 17, 2013, 02:25:39 AM
Quote from: silva;682047oh, and I dont know which game implemented this but..

"Ignore emcumbrance rules"

is a great one too. :D

I think that was everybody.

JG
Title: Rules from games that you adopted as default
Post by: Black Vulmea on August 17, 2013, 02:31:52 AM
Quote from: Benoist;682116Maybe Silva ain't such a big fan of the Torchbearer story game, after all.
Old fucking news (http://www.therpgsite.com/showthread.php?p=650357#post650357).
Title: Rules from games that you adopted as default
Post by: Benoist on August 18, 2013, 03:53:14 AM
Jokes aside.

Quote from: silva;681898What rules from games have you liked so much that you adopted as default, where possible ? For me it is:


1) Initiative from Marvel Heroic Roleplaying,

2) Resolution from Apocalypse World/Edge of the Empire/Warhammer 3e.

3) Sandbox structure from Apocalyse World.


How about you guys ?

This is an OP in the Main RPG Forum, and your three examples are story games examples.

You might think you are being very clever, but what you are doing is very obvious. You are trying to stealth talk about story games on the Main forum, and play the rules like you are on RPGnet, expecting to stir shit on technicalities.

Your circus is not fooling anyone. Posters, mods, admins, we're all getting tired of your antics. If you go on talking about story games on the Main RPG forum to stick it to the man, for the lulz, the aggravation, whatever, if you keep on being a cunt playing with the rules and keep on creating lame set- ups that would pour oil on the story game v. RPG debate again. . . We will ban you.

Stop this bullshit. Now.
Title: Rules from games that you adopted as default
Post by: Maese Mateo on August 18, 2013, 08:50:53 AM
Tenra Bansho Zero's Emotion Matrix. We had fun with it the first time we used it, so I try to implement it on other games when I can (with some changes here or there).

As for encumbrance rules, I ignored them from Day 1 (when I started with AD&D 2nd 10 years ago), so I can't say I actually got that idea from other game.

Other than that, I don't know, I can't think of anything in particular right now. I try to stick with the RAW as much as possible, so I tend to ignore rules I don't like, rather than import rules that I like to other games.
Title: Rules from games that you adopted as default
Post by: silva on August 18, 2013, 11:21:13 AM
Quote from: Benoist;682610This is an OP in the Main RPG Forum, and your three examples are story games examples.

You might think you are being very clever, but what you are doing is very obvious. You are trying to stealth talk about story games on the Main forum, and play the rules like you are on RPGnet, expecting to stir shit on technicalities.

Your circus is not fooling anyone. Posters, mods, admins, we're all getting tired of your antics. If you go on talking about story games on the Main RPG forum to stick it to the man, for the lulz, the aggravation, whatever, if you keep on being a cunt playing with the rules and keep on creating lame set- ups that would pour oil on the story game v. RPG debate again. . . We will ban you.

Stop this bullshit. Now.

The subject of the thread is open enough to accomodate both styles of games.

But feel free to change it to other games or non-games or whatever. I dont care.
Title: Rules from games that you adopted as default
Post by: Benoist on August 18, 2013, 09:04:57 PM
Quote from: silva;682667The subject of the thread is open enough to accomodate both styles of games.

But feel free to change it to other games or non-games or whatever. I dont care.

Talk about Role Playing Games on the Main Role Playing Games Forum. If you keep bringing up story games in the Main Role Playing Games Forum, if you keep searching for the line and creating threads to sneak references to whatever game that you know is classified as a story game here on the Main Forum, you will get a ban.

It's enough, now. Talk about  RPGs in the Main RPGs forum, and those games which you know are classified here as story games in the Other Games forum.

You have been warned.
Title: Rules from games that you adopted as default
Post by: ICFTI on August 18, 2013, 10:15:59 PM
i use the old armory critical hit/miss chart for pretty much all fantasy games that i run. does that count?
Title: Rules from games that you adopted as default
Post by: James Gillen on August 19, 2013, 12:20:31 AM
Quote from: Benoist;682610This is an OP in the Main RPG Forum, and your three examples are story games examples.

What about the Ambush Bug module for DC HEROES where the amount of Hero Points the player and GM could each spend on the Dumb Luck power was limited to the actual amount of dollars in their pockets?

JG
Title: Rules from games that you adopted as default
Post by: Rincewind1 on August 19, 2013, 12:22:51 AM
Quote from: james gillen;682847what about the ambush bug module for dc heroes where the amount of hero points the player and gm could each spend on the dumb luck power was limited to the actual amount of dollars in their pockets?

Jg

Fuggen HERO Swine.