Author Topic: Monbvol's House rule emporium  (Read 35843 times)

Daryk

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Re: Monbvol's House rule emporium
« Reply #480 on: 21 January 2018, 22:19:21 »
Makes sense... I'll reserve judgment until you give us the new tables... Looks like they'll be interesting either way...

monbvol

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Re: Monbvol's House rule emporium
« Reply #481 on: 21 January 2018, 22:20:39 »
I'll admit even with the change to 3d6 it has been gnawing at me a bit that they did feel a bit crowded still so a change was probably inevitable.

monbvol

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Re: Monbvol's House rule emporium
« Reply #482 on: 26 January 2018, 00:44:18 »
Okay Negative Political Events is still pretty crowded but I think I have made up for it by making it as unlikely as I think I can to get a Negative Political Event.  Not sure I can make it much better.

Might add an event where your overlords poach one of your better militia units as a Negative Military event to help illustrate some of the downside to having an overlord but then I'd have to put in something that shows why it is bad to be independent and the only thing I can think of to do for that is increase TN to acquire new units by a further 1 but that's not an event.

Daryk

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Re: Monbvol's House rule emporium
« Reply #483 on: 26 January 2018, 05:10:11 »
I'll have to take a look after work tonight, but will definitely get you some feedback then...

Daryk

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Re: Monbvol's House rule emporium
« Reply #484 on: 26 January 2018, 21:14:26 »
Hmmm... I think you have the ends of the table in roughly the right order (i.e., that Natural Disasters should be rarest, then Military, then Political).  I also think you've shifted the ideal point to inject Edge to after rolling the dice.  That said, the asymmetry of the table seems to throw things off.  I'm leaning toward 7 on the event severity table being "No Event".  How about keeping 2 and 12 to being Natural Disasters (positive/negative), 3 & 11 Military, and 4 & 10 Political.  That leaves only 5 and 6 to figure out.  I like using the 3d6 use two best/worst mechanic, but I think it should be symmetrical.  I suppose it should be based on what kind of universe you want, as you've got two dice mechanics to choose from, and two tables (positive/negative).  I'd propose 5 be the Military and 6 the Political event, of whichever flavor you want...

monbvol

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Re: Monbvol's House rule emporium
« Reply #485 on: 26 January 2018, 22:11:26 »
The main reason I didn't make 7 No event! on the main table is because the Negative Political Event table is full of bad things and so I felt having more ways to avoid that or get better odds of getting Positive Political Events was the best way to do that because if you get on that table it is going to hurt.

Overall with that in mind I'm not sure what more I can do with it without adding another layer of tables.

Daryk

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Re: Monbvol's House rule emporium
« Reply #486 on: 26 January 2018, 23:25:48 »
I'll have to sleep on it... maybe I'll think of something tomorrow...

Daryk

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Re: Monbvol's House rule emporium
« Reply #487 on: 27 January 2018, 07:54:56 »
How about this:

Drop the initial "Event Table" and put No Event! in at 6, 7, and 8 on the Severity Table.  For 5 and 9, I'd go with Political Events, and do the "Two Best" on the negative table (5) and "Two Worst" on the positive table (9).

That gets rid of a layer, and keeps Political events as the most likely kind.

monbvol

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Re: Monbvol's House rule emporium
« Reply #488 on: 27 January 2018, 13:05:18 »
Hmmm...

The intended procedure is add MoS/MoF with current Edge modifier to the Event Table roll so I'll have to think if that works going straight to the Event Severity Table.

monbvol

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Re: Monbvol's House rule emporium
« Reply #489 on: 27 January 2018, 14:32:22 »
I think it'll work if I drop the MoS/MoF to the event roll but I am inclined to keep Edge modifier.  Which is probably more reasonable anyway.

Daryk

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Re: Monbvol's House rule emporium
« Reply #490 on: 27 January 2018, 16:59:04 »
Sounds like a plan!

monbvol

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Re: Monbvol's House rule emporium
« Reply #491 on: 27 January 2018, 19:53:29 »
*nod*

It is also a bit more reasonable than the rules as written and what they suggest should happen if you roll a 2 on Property Administration rolls.

monbvol

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Re: Monbvol's House rule emporium
« Reply #492 on: 16 February 2018, 15:29:58 »
When going through my industrial re-tooling rules I found I actually made Light Industry potentially more severe to re-tool for smaller properties than heavy industry.  So instead of the flat -2 it reduces Property by 1/4 rounding to the less favorable for the player penalty.

Daryk

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Re: Monbvol's House rule emporium
« Reply #493 on: 16 February 2018, 17:28:16 »
Makes sense to me! O0

monbvol

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Re: Monbvol's House rule emporium
« Reply #494 on: 10 April 2018, 01:12:23 »
Recent conversations have made me reconsider my stance on limiting skills to their lowest linked attribute or Intelligence if lower.

Decided the extra complexity wasn't worth it.

I'll hold off updating my main document until something more substantial in terms of revisions is made.

monbvol

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Re: Monbvol's House rule emporium
« Reply #495 on: 18 May 2018, 13:14:22 »
And now for something a bit out of left field.  I binge watched the anime Gate yesterday and it inspired me to start thinking about doing some stuff with Nebula California and I couldn't help but notice a few conversion issues/oversights.  So to correct some of that a conversion supplemental:

No BOD oversight:

Divide Constitution by 2 to determine Body attribute but only for purposes of attribute checks and attribute link modifiers.  Characters still get the normal HP/2 for determining how tough they are.

Natural Armor Bonuses:

To convert Natural Armor into AtoW's Melee/Ballistic/Energy/eXplosive standard perform the following steps for each category.

Divide Natural Armor by 2 and apply to Melee of character/creature.

Divide Natural Armor by 10 round normally and apply to Ballistic of character/creature.

Natural Armor no matter how high does not add any BAR rating against Energy attacks.

Divide Natural Armor by 5 round normally and apply to eXplosive of character/creature.

Natural Armor does not count as stacked armor for purposes of endurance but does follow all other rules for stacked armor.  Natural Armor also never suffers degradation from damage.

Damage dealing class/racial/spell-like features:

If the ability mimics the effects of a spell use the lowest spell level the spell can be cast at to determine the AP of the ability if it does damage.  If for some reason it has a save DC but does not provide a calculation to determine save DC then also use the lowest spell level to determine save DC normally.

For class features that deal damage, such as an alchamist's bombs, divide the character's level by 2 and round up to determine the AP value of such attacks.

For breath weapons and similar such attacks to determine thier AP subtract 10 from their save DC then divide by 2 round up.  Any resulting AP above 10 does not provide additional effects or damage.

Special materials:

Adamantine weapons increase their AP to 10.  Adamantine armor degrades at 10 points of damage instead of 5.

Mithral armor can be stacked one time with any other armor without increasing encumberance and degrade at 8 damage instead of 5.  Mithral weapons have no additional effects.

Other special materials pending further review to determine if they have any special effects/abilities.

Still debating how good certain immunities should be as well.  Like how good should immunity to fire be for resisting lasers since Battletech lasers operate like real world lasers and thus cut by heat.  Then there is immunity to electricity but it does seem pretty clear that may have little to no impact on PPCs.  Acid, Cold, Sonic, and Force seem to be sufficiently edge cases to not need worrying about.

monbvol

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Re: Monbvol's House rule emporium
« Reply #496 on: 18 May 2018, 18:17:08 »
And something for going the other direction that I was tossing around.

AToW characters with Martial Arts 4+ would count as having the Improved Unarmed Combat feat.  Otherwise things could actually get bad for AToW characters if caught in hand to hand and I can think of plenty of ways to force some hand to hand.