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Jury-rigging the system: Houserule collection

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Sardukhar

Sardukhar

Moderator
#41
Feb 18, 2013
NO SKINWEAVE?!

You must perish in a perishing way. Aaannd...why would their opponents -possibly- use smaller guns? Did they have a mystic link with the PCs?
 
jacqsynn

jacqsynn

Rookie
#42
Feb 18, 2013
No I was working on trying to keep the arms race to a minimum and it worked wonderfully, the no skinweave that was from Hardwired it was a non existant cyber mod for anyone in that setting. The smaller guns was simple if nobody was carrying the big 12mm and larger guns and folks didnt have the armor to stop all the little stuff, you dont need the big guns. Remember the 9mm had like 20 round clips, and with modification a ROF of 4, 2 for the base +1 for compensation, +1 for exceeding the bod minimum of what 4 by 2 points = ROF 4.
 
Sardukhar

Sardukhar

Moderator
#43
Feb 18, 2013
Okay..I guess...to stop the "arms race" we, ( Refs in my world), simply a) used cops and corps, just like the real world or b) if they were sufficiently clever, they had their arms race. Graduating to Big Boys World. Nothing wrong with that.

You rarely - need- the big guns, although I'm not sure what you mean by "big guns". Rifles? SMGs? V Hvy Pistols? Anyway, the reason you use them is to even the odds and/or make a hard job easier. Why they were invented. Anyway, Cpunk is such that killing a PC or NPC is pretty easy. .22 will do it, poison, blackmail...

My point was more that assuring PCs of any NPC action out-of-game is kind of metagaming and, um, weird. Don't your players feel cushioned by some agreement with you then? Safe?

Oh, wait. Are you being clever? Do you later betray them evilly? Because if so, KUDOS, sir.
 
jacqsynn

jacqsynn

Rookie
#44
Feb 18, 2013
Like I said in my first post, for the MOST part the adversaries will keep to the smaller weapons. Which is all in game balance, But Booster Gangs dont believe in game balance. Do you know how scared a cool 10 solo gets when he is carrying a 9mm, and all he has for armor is subdermal (SP18) and an armored bandana (SP12), when he see's 50+ Boosters going on a rampage as a group of PC's infringe on their turf.
 
Sardukhar

Sardukhar

Moderator
#45
Feb 18, 2013
How scared at COOL 10? Not at all, I'd expect. Do COOL 10 people -get- scared? If Booster Gangs don't believe in game balance, is there an NPC that does?

Also, what kind of a Solo goes into Booster territory carrying a 9mm sidearm? Is he an Angel? He's an Angel,isn't he? That explains the COOL 10. Bye Bye Booster Gang.
 
jacqsynn

jacqsynn

Rookie
#46
Feb 18, 2013
Not an ANGEL just a solo and his team mates doing a small job for a fixer, to retrieve his daughter that was being held by a rival low level fixer on the edge of the combat zone trying to gain leverage, or so they were told. In actuallity the fixer was hired by an enemy of the team, to set them up. They show up to get the girl, the enemy lets the boosters know that these edgerunners was there to take them out and were prepping at a certain address close to the turf. The boosters were told the edgerunners were an elite team (not a chance) and to be geared if they was going to rumble :)


btw a cool 10 dont make you an angel it just means you might be to cocky for your own good lol :)
 
D

dyrewulf

Rookie
#47
Mar 1, 2013
My playgroup had a couple of fun houserules:

First one was at the end of every session we handed out a single "cool point" to the player the did something awesome during the session. General rule is that it had to be "in-game" but we did hand out a few that were an out-of-game consideration. There was no specific rules on how to spend a "cool point" We had players spend cool points to reverse negative outcomes of dicerolls, or to automatically succeed in doing something extremely cool. At the end of the campaign, the Ref was out to kill or capture all of the players, but one player spent all of his cool points to get away and survive.

The other thing we did was each player had a unique "skill" that had little to no actual impact on gameplay, but it represented the player and/or character personality. For example, I had a knack for seeing that the Ref had in store for us: I would often find hidden bombs or guess what's behind door number 2 without so much as a hint from the Ref, so I got the skill "Precognition." I really wish i remembered what some of the other players's unique "skiills" were, it was so many years ago!
 
S

stahimooney

Rookie
#48
Mar 1, 2013
I allow reflex boosters to apply to all REF based things. Not just initiative. Maybe that doesn't make sense but makes it easier to keep track of and also balances the Non-solos some if they didn't max their REF. Of course works for solos too.
 
C

crosswire

Rookie
#49
Apr 3, 2013
I run with a number of houserules;

LUCK: Players can declare the use of Luck after a roll. We found otherwise Luck was a wasted stat that never got used, ad when it was, never helped.

SP: I halved the value of SP. With just skinweave and a flak jacket/pants/helmet, characters ignored anything short of heavy weapons. Even most assault rifles never phased them. Combat seemed to devolve into either walking up to point blank and doing call shots to the head, or requiring military grade weapons to even cause anything more than light damage. Less effective armour means than hand guns can actually do something and forces characters to think about taking cover.

GENERIC IP: I hand out generic IPs at the end of a session that players can spend on any skills/stats. Nomrally 6-10 IPs. Cost to increase skills is the new skill rank, times the modifier.

STATS: Players can improve their stats. Apparantly gyms dont exist in CP2020 - you can't go to one and pump iron to improve your strength. Cost to improve is 3 times the new stat level. It does take a few session to be able to afford this at high stat levels.

MULTICLASSING: I allow the characters to pick up additional special abilities. It does cost though. The second special ability costs 2 times, the third costs 3 times etc.
 
Sardukhar

Sardukhar

Moderator
#50
Apr 5, 2013
It seems most of us use varieties of the same rules re: multi classing. NIce to see you allow stat increases; so do we. Same for post-facto Luck rules. I still like personalized IP.

Before they errated armour stacking, all we did was declare the largest armour layer the only one that counted. Worked fine.

We also used a form of staggered init. Not really a house rule, more a case of the Ref going, "You made 21 for init and he made 19. You are simply not so much faster you can walk/run up to him before he gets his first action. No. Now, if you'd gotten 21 Init and he'd made,say, 10, sure. Otherwise, don't be silly."

This cut down on exploiting certain rules and combat silliness like declaring 6 actions, all of which took place after you ran up to your target, all in 3 seconds No.
 
U

username_3641899

Rookie
#51
Apr 11, 2013
While I've not perused the thread in detail (It's late and sleep is about to take me), I'm sure what I have to say was troublesome has been said somewhere here or in another thread.

1. Character generation: I love a lot of aspects of the generation system. But two things kinda bugged me. One, Special Abilities. I started having an issue after I realized that the Cop profession does not actually have any form of Combat Sense. An odd thing t think that a beat cop who spends his career dodging boostergang fire has not learned to hone his sense of awareness on the streets. For me, that fix was to make special abilities available to all classes. Character still had the core ability of their profession, but could buy up to two more and no higher than half the previous ability to show a focus more towards what they're doing with their life.

2. Lifepath: first off, I LOVE the lifepath system. Especially the extended version that was floating around somewhere. But, I have had some players (Well, one player) that pissed and moaned about it. I'd love to see a nice alternative to lifepath. Perhaps if not chosen, a small pool of bonus pick up points (Smaller than what the LP might earn you)

I'm sure there were a couple more things, but the brain's a little leaky at the moment.
 
A

ad1066

Rookie
#52
Apr 11, 2013
Here's my quick & dirty character creation house rules:

  1. Stats: Roll 9d10 (reroll 1s and 2s). Total 'em up (reroll everything if the total is 56 or less). Spread 'em out amongst the 9 Stats (minimum 2, max 10).
  2. Career Skills: 40 points like normal, spread 'em amongst the skills listed in your Role's package (you don't have to put points into every skill listed, but all 40 points must go into these skills).
  3. Pickup Skills: Roll 2d10 (reroll 1s and 2s). Allocate that many points to whatever skills you want (even Career Skills). This is to keep everyone from giving their character 10 Int and 10 Ref just for the skill points.
  4. Recommended max skill level at character creation is 6. Each point above 6 costs 2 skill points.
  5. Go through Lifepath like normal. For Style, Family Background, Traits, etc (everything except Life Events), I let them choose from the various lists if they want, or roll if they don't have a clear idea already.
  6. Bonus Skill points. I'll give a total of 6 points to a couple of skills (usually +2 to three skills) depending on family background and childhood environment.
  7. Life Events. Roll 1d10/2. That's how many Life Events you get (spread them out as logically as possible between age 16 and now). Roll them up as in the book (except "Nothing Happens" doesn't exist, just reroll).
  8. I'm nice and give one weapon and one piece of cyberware for free. Everything else you gotta buy. Speaking of which...
  9. Roll 5d10x100 for starting cash. This is to keep everyone from giving their characters an SA of 10.


-- Ben
 
K

krypter

Rookie
#53
Apr 18, 2013
Kohme said:
I prefer clear and compact design, makes the author seem more confident in their work [...] CP2020 master skill list with it's humane sciences and cryotank operation and other clutter most characters will never use (and even those few that do, do it rarely) pre-printed on the character sheet to hog all the precious space is a prime example of that. Better to leave an Expert/Other block with empty space on the sheet with general guidelines on how to homebrew more esoteric skills than try to cover everything anyone might come up with. Sorry, sort of a pet peeve of mine.
Click to expand...
Mine too. I think I'm in almost complete agreement with your suggestions and opinions in regards to tweaking Interlock. I like the way you think.

Do you have a compiled list of all the suggestions available for download? Thanks.
 
G

guidokpd

Rookie
#54
May 12, 2013
Where to start?

For stats. A stat of 3 or lower is handicapped. Think I got that one from Unlimited, thanks.
In an effort to devalue Ref we split it into Agility and Reaction. Agility is the skill stat, reaction is how fast you react and is what ini is based upon.
Attractiveness I switched to Appearance. I think that Appearance is a measure of what society deems beautiful. Attractiveness is in the eye of the beholder.
We split Body into Strength and Toughness. Body is now calculated by averaging Str and Tough.
We added a stat called Wits to represent how quickly a character thinks.
To get a 9 or 10 in a stat, or a skill costs extra. A 9 costs 10 points. A 10 costs 13 points.
Initiative has been changed. It is now based on an average of Reaction, Wits, and Cool.
Pickup points are now calculated by adding int luck and tech.
We allow more than one special ability. You can buy other special abilities with pickup points. You can also pick up special abilities during play. Special abilities can
be shifted down when chars get a new one. They can not be moved back up to cost less. Special abilities do not stack.
I have changed the damage from bows. Broad heads still do knife damage but no longer double. Spinners now double damage instead of tripling.
I have changed the damage. The maximum damage has not increased, but the minimum and average has increased dramatically. This makes firearms much deadlier.
I have made an alteration to healing. Light and serious damage still heal per day. Critical wounds heal per week. Mortal wounds heal per month.
We have added a tiered creation system. The GM will decide what system to use. Either the GM will the starting stats, and money. Will also decide how many
disadvantages to allow.
We have expanded the lifepath.
We allow chars to have a skill point per year of lifepath as long as they roll on a separate lifepath chart. The bad parts of the lifepaths. Yes, I can be an evil GM.
We added advantages and disadvantages.
There are two damage tracks now. The second track is stun damage. If damage does not penetrate armor one stun is taken. You do not die from stun damage but at
a certain point you do pass out, the usual stun saves apply.
We changed the way the dice is rolled. You still roll a d10. If you roll a 10 you roll again and add the total. If you roll a 1 it is not an automatic fail. You pick the die up
and roll again. Then subtract the result from your total. If a 10 is rolled after a 1 then you have fumbled. Roll a d10 to see how badly. I made a new fumble chart.
In my next game I am going to make them roll luck rolls anytime they are shooting in an area where there are people. If they fail they have injured or killed a bystander
a bad enough roll and they have injured or killed someone with connections or power.
In my next game I am going to require them to practice skills if they are 4 or higher. For each point over 3 they will have to spend an hour a week practicing. So with a
4 in a skill they have to spend an hour a week doing the skill. Either working or practicing. They will also have to pay. A 5 in rifle will require 2 hours a week practice
and a lot of money spent on range fees and rifle rounds.

I think there are others, but it is time for bed.
 
D

Don_Carnage

Rookie
#55
Jun 7, 2013
One simple houserule that I've always enjoyed is Bonus IP.
Roll a Crit = 1IP in that skill
Fumble = 1 IP in that skill
I've read that some GMs will remove an IP for a fumble, but I like the idea that we learn from our mistakes.
 
wisdom000

wisdom000

Forum veteran
#56
Jun 7, 2013
I have my players individually go down the list at the end of aevery game and tell me what skills they used... then award IP based on that, usually between 3 and 10 points....

Plus between 15 and 25 general IP depending on how long the session was (basically 5 ip an hour), though I rarely go above 25, even if we play for 8 hours or more.
 
D

Don_Carnage

Rookie
#57
Jun 7, 2013
Wow, I'm evidently uber-stingy with IP like they cost me money.

I have them keep track of what skills they use and then award 1-10 IP under each, depending on use. Avg 5.
General IP I do 4-10.

Their freebee IP for Crits and Fumbles are in addition to all that.

We play once a month. Average game is 10 hours. But there's lots of interruptions with stories, and fart jokes.
 
wisdom000

wisdom000

Forum veteran
#58
Jun 7, 2013
Don Carnage said:
Wow, I'm evidently uber-stingy with IP like they cost me money.

I have them keep track of what skills they use and then award 1-10 IP under each, depending on use. Avg 5.
General IP I do 4-10.

Their freebee IP for Crits and Fumbles are in addition to all that.

We play once a month. Average game is 10 hours. But there's lots of interruptions with stories, and fart jokes.
Click to expand...

I used to do that, but then I realized I like it when my players get better, and this way at least I have a small measure of control over how munchkinny they get.... I am very stingy for example with combat skills, so they don;t shoot to the roof and leave everything else behind..
 
Sardukhar

Sardukhar

Moderator
#59
Jun 7, 2013
I'm pretty generous with XP. I have to be - stupid players keep dying. If they do live, though, all that high-pressure learning pays off. Probably average 7 IP per used skill and a varying amount of bonus IP.
 
D

Don_Carnage

Rookie
#60
Jun 7, 2013
I just had a Total-Party-Kill recently. We're experimenting with an Interlock Fantasy game and the first round of characters were pretty much 'testers' so we could all get used to the conversion form Cyberpunk.
I might try to up the IP with the new party to see how it might fix things.
 
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