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Author Topic: A couple house rules under discussion  (Read 403 times)

Charistoph

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A couple house rules under discussion
« on: 08 May 2021, 00:40:25 »
Tonight there was a conversation about a couple house rules as we were doing a 27 mech (3 teams of 3 people which with 3 Mechs) King of the Hill scenario played on a Heroscape tile set.

First brought up was about doing LB-X Cluster like a LRM or HAG cluster, but that came about me joking about bringing the Thanatos model with the 20 and how arduous it can be normally (i.e. without a killbox).

Second was the most interesting one: Any Critical Hit selection that would cause a "Roll Again", like against Endo Steel or just empty, would cause an additional point of Internal Structure to be removed without doing the reroll.  While it can be very engaging to knock out those key components at times, sometimes it can be a bear to mess with those occasions.

What are your thoughts about using these house rules for you guys?
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garhkal

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Re: A couple house rules under discussion
« Reply #1 on: 08 May 2021, 01:51:57 »
I like the second HR..  Cuts down on re-rolling..
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PuppyLikesLaserPointers

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Re: A couple house rules under discussion
« Reply #2 on: 08 May 2021, 02:20:21 »
The first one seems essential if you want to save the time. Unless you are playing computer game, with such numbers you better choose that.

I like the second one. Although I prefer that you need to 'mark' the part and make sure that you need to roll again once you have used it, but it seems that what you need is something to ease the process so that's quite brilliant idea. You lose Internal Structure instead, and it means the location is damaged further, leads to the faster destruction.

An another solution is, check the 'next' critical section if you hit the section you are already struck.

Sabelkatten

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Re: A couple house rules under discussion
« Reply #3 on: 08 May 2021, 08:14:07 »
As long as you bring something more than d6s to the table rerolling shouldn't be much of a problem... Seven hittable slots? Roll a d8, only need to reroll any "8".

LB-X is kind of problematic, most of the point of those are crits. Maybe group the hits in 5s, and give a +1 per point of damage >1 to any crit confirmation roll? Makes a TAC with 5-point hits scary (+4 to the roll, 8+ to blow off a limb).

Charistoph

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Re: A couple house rules under discussion
« Reply #4 on: 08 May 2021, 11:15:56 »
I like the second one. Although I prefer that you need to 'mark' the part and make sure that you need to roll again once you have used it, but it seems that what you need is something to ease the process so that's quite brilliant idea. You lose Internal Structure instead, and it means the location is damaged further, leads to the faster destruction.

Part of the point is to completely remove the rerolls.  The argument against it is that there isn't anything in there to hit, but there is always more Internal Structure, so it just does a little bit more damage internally instead of just going off.

Keep in mind that even an empty spot is a reroll.
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Robroy

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Re: A couple house rules under discussion
« Reply #5 on: 08 May 2021, 12:23:17 »
We just limit the roll to how many locations can be hit. Three locations have stuff in them, then 1-2 is the first, 3-4 is the secound, and 4-5 the third.

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Karasu

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Re: A couple house rules under discussion
« Reply #6 on: 08 May 2021, 16:55:54 »
I remember considering a version of LB damage that just used a single location roll.  You did a set amount of damage to the location rolled, and then a lesser amount to all adjacent non-head locations.  I'd done some arithmetic to calculate those numbers so that the average damage was within a couple of %age pooints, but I forget what they were now.

garhkal

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Re: A couple house rules under discussion
« Reply #7 on: 09 May 2021, 01:31:11 »
The first one seems essential if you want to save the time. Unless you are playing computer game, with such numbers you better choose that.

I like the second one. Although I prefer that you need to 'mark' the part and make sure that you need to roll again once you have used it, but it seems that what you need is something to ease the process so that's quite brilliant idea. You lose Internal Structure instead, and it means the location is damaged further, leads to the faster destruction.

An another solution is, check the 'next' critical section if you hit the section you are already struck.

One suggestion a player of mine, came up with was, just to roll a DIFFERENT grouping of die.  So if say your arm got hit, and all you had was all six upper slots filled, and the first two slots of lower, while all the rest was "stuff that doesn't get damaged, like endo steel etc", just roll one d8 instead..  OR if you dislike rolling different die, roll for the Upper/lower as normal, and if say you only had 2 things in the lower section, on the 2nd roll,if it was odd, the first slot got taken out, if even the 2nd slot.

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RifleMech

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Re: A couple house rules under discussion
« Reply #8 on: 09 May 2021, 13:31:04 »
Both sound good to me.

Karasu

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Re: A couple house rules under discussion
« Reply #9 on: 10 May 2021, 04:04:47 »
One suggestion a player of mine, came up with was, just to roll a DIFFERENT grouping of die.  So if say your arm got hit, and all you had was all six upper slots filled, and the first two slots of lower, while all the rest was "stuff that doesn't get damaged, like endo steel etc", just roll one d8 instead..  OR if you dislike rolling different die, roll for the Upper/lower as normal, and if say you only had 2 things in the lower section, on the 2nd roll,if it was odd, the first slot got taken out, if even the 2nd slot.

The problem with the latter is that now the first two slots of the lower section have a 25% chance of being hit, while the 6 slots in the upper section each have about an 8.33% chance.

garhkal

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Re: A couple house rules under discussion
« Reply #10 on: 10 May 2021, 13:56:32 »
Hence WE preferred using the d8 method, when that situation came up.
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Atarlost

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Re: A couple house rules under discussion
« Reply #11 on: 12 May 2021, 13:49:02 »
Not rerolling criticals has the benefit of making carrying ammo less ridiculously hazardous. 

For LBX I've suggested a sliding scale.  The LB-5x and especially the LB-2x need the one point clusters to be meaningful, but the larger guns don't.  I'd suggest either 1/1/2/4 or 1/1/2/3 for cluster size.  The former keeps the number of clusters stable (max 5 median 3) except for the LB-2x while the latter lets the LB-20x retain some of its crit seeking advantage over the 5x and 10x. 

Daemion

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Re: A couple house rules under discussion
« Reply #12 on: 14 May 2021, 20:06:26 »
Tonight there was a conversation about a couple house rules as we were doing a 27 mech (3 teams of 3 people which with 3 Mechs) King of the Hill scenario played on a Heroscape tile set.

First brought up was about doing LB-X Cluster like a LRM or HAG cluster, but that came about me joking about bringing the Thanatos model with the 20 and how arduous it can be normally (i.e. without a killbox).

Second was the most interesting one: Any Critical Hit selection that would cause a "Roll Again", like against Endo Steel or just empty, would cause an additional point of Internal Structure to be removed without doing the reroll.  While it can be very engaging to knock out those key components at times, sometimes it can be a bear to mess with those occasions.

What are your thoughts about using these house rules for you guys?

Interesting, but my group has started using polyhedral dice of different sizes to closely match what's in the table section.  Rolling on a bare leg or arm with four crit items? Roll a d 4.  Have an extra laser or jump jet in said leg or arm, making 5 items? Roll a d10 and cut the result in half, rounding up (d5).  Have a center torso with full stock?  Roll a d12.

The thing about the crit tables is that you're supposed to have an equal chance of rolling any given crit.  So, getting as close as possible to the actual number of legit crits makes a difference.  There will be times when we're dealing with something like a 9- or 7-item set-up.

And, we scale this with crit damage already applied.  You have a CT section that's taken a couple crits but was initially full stock, and someone gets two crits, we roll a d10 first, applying the result to x-item down, skipping over the previous crit damage.  Then, we'd have to roll the d10 again and have to re-roll the 10 if it comes up.

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Daemion

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Re: A couple house rules under discussion
« Reply #13 on: 14 May 2021, 20:13:47 »
That said, I may partly borrow what you guys are discussing.  If we keep to a die that's within one of the odd roll, like a d10 to figure out 9 items, and you roll a ten, just apply one extra internal point, without rolling for a new critical chance.

I'll pass it along to my friends and see what they think. 

As for the LB-X clustering in groups of five, there needs to be a bonus for the fact that you're reducing the number of actual hits taken. 

Maybe apply any internal damage as a modifier bonus to checking crit-chances?  Or, cut it in half?  Any damage to the head is treated as half that many hits to the pilot?

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Charistoph

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Re: A couple house rules under discussion
« Reply #14 on: 15 May 2021, 01:28:51 »
That said, I may partly borrow what you guys are discussing.  If we keep to a die that's within one of the odd roll, like a d10 to figure out 9 items, and you roll a ten, just apply one extra internal point, without rolling for a new critical chance.

I'll pass it along to my friends and see what they think. 

Part of it will come from how often people feel like they are wasting time rerolling those crit results.  Obviously doing something like rolling on the high/low point when you only have destructable items up top, especially when doing Introtech, is outside the point.

Still, part of the reason I brought it up here was to get a feel of how people would react to it who may have more experience with the game itself.  So thank you for helping me do some "research".

As for the LB-X clustering in groups of five, there needs to be a bonus for the fact that you're reducing the number of actual hits taken. 

Maybe apply any internal damage as a modifier bonus to checking crit-chances?  Or, cut it in half?  Any damage to the head is treated as half that many hits to the pilot?

To be fair, LB-X Cluster already gets a bonus To-Hit that no AC gets by default, and one would need to clear going with Specialty Ammo to do otherwise.  Whether that's enough for some or not would be part of the question.
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idea weenie

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Re: A couple house rules under discussion
« Reply #15 on: 15 May 2021, 01:29:48 »
A house rule that might go with attempts to use protection/padding would be to toss out the equal likelihood of critical hit locations, and just go with rolling a d6 to select whichever crit-capable item from the top of the list in the torso.  If the rsult is greater than the number of crittable locations, restart from the top.

So a Mech's right torso might have 2 ISDHS, an IS ERPPC, and an ISXL engine (in that order), and a crit is rolled for that torso.  The d6 is rolled, getting a '2', and the second slot of the first ISDHS is marked off.  Another crit is is achieved, and the d6 roll this time is a '6'.  This time the 6th crittable item is the first critical slot of the ISERPPC.

Another Mech just wants the ISXL engine in the side torso, and the rest is a mix of Ferro-fibrous and Endo-Steel critical slots.  A '5' is rolled, but there are only 3 crittable locations (the three slots of the ISXL engine).  So the result is the second slot of the ISXL engine (the player counted to three, and restarted from the top).

The obvious problems with this are arms and the center torso.  For those counting from the bottom might be better.

(I just took the ship layout section from the Starfire board game and modified it for Battletech.  This lets you use relatively 'expendable' items to help protect the more valuable/explosive items)


But the overall idea of just putting additional damage onto the structure is a good one