Houserules!

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CodeBreaker CodeBreaker's picture
Houserules!
So Eclipse Phase is a fairly easy to house rule system. Even after only a few read throughs you can quite easily get firm enough a grasp of the rules that you can easily change little bits and pieces with a fair amount of certainty that it wont break everything into a complete mess. So I ask you, Eclipse Phase forum readers! What are the house rules that you apply to your own table? Or the house rules that your GM apply. The following is a quite rundown of the things either one of my players, or myself, have suggested be changed. Reputation Vetting – As has recently been discussed quite thoroughly in the general section, the Rep system as written sometimes runs into trouble when you actually apply it to the big wide world. Our group decided to adopt a form of reputation vetting, in which a reputation change is only actually applied after a certain number of people, with a particular amount of reputation, vet the change as worthwhile. Each different award or loss level has a different reputation amount. Trivial Award or Loss: 50 REP threshold. Minor Award or Loss: 100 REP threshold. Moderate Award or Loss: 150 REP threshold. Major Award or Loss: 200 REP threshold. Extreme Award or Loss: 250 REP threshold. Whenever an individual weighs in on a reputation gain or loss that persons reputation within the network is applied towards the threshold. When the threshold is reached the reputation change is applied. Custom Morphs/Traits/Gear – Most people who have spent time being active on these forums have probably seen my custom morphs/traits/gear. While the options provided in the Core/Sunward books are very good, we wanted some more stuff to play with. So we made some. Stress from Forking – Every time someone creates and runs either an Alpha or Beta fork of their ego they risk suffering stress damage. Every time they create a fork they must roll either WILL*3 (For creating a Beta fork) or WILL*2 (For creating an Alpha fork). If they succeed they do not suffer any ill effects. If they fail the suffer from either 2SV (For creating a Beta fork) or 1d10/2SV (For creating an Alpha fork). We didn't think that the possibility of someone being able to constantly fork themselves with no consequences (other than the social) was thematically fitting for our table, so we changed it. We explained it away by suggesting that the process of creating and running a fork would be mentally stressful to both the fork and the original ego. The stress damages inflicted are low enough that for someone who just creates a Beta fork every few days they do not really have to worry, but high enough that if someone wants to create an army by farming their own mind they are going to run into troubles. Psi Strain is Stress Damage – Instead of physical damage, Psi Strain is instead stress damage. This is primarily a thematic change. Instead of physically hurting the user of Psi, it instead mentally taxes them. For the first few sessions of my game we initially played it this way by mistake, simply because I had misread the rules. When I was corrected on the matter everyone thought that it made more sense my way. No other values are changed. Only Allowed to Equip One Riot Shield – A countermeasure against one of my players who wanted to take many, many extra limbs and turn himself into a walking, talking turtle of riot shields. One of the few game balance changes I make, simply because I didn't see how equipping multiple riot shields should protect an individual more than just one. Dazzlers Reduced Range to 20m – Dazzlers as written are powerful as hell. Personally I think the 100m they normally have is a bit much, especially as they completely incapacitate almost every synthmorph in the area. Alpha Forks May Only be Merged Within One Week – Again, a primarily thematic change, after a week of deviance in experience an Alpha fork is no longer capable of remerging with its original ego. Only Alpha forks are changed, every other kind is played as normal.
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Decivre Decivre's picture
Re: Houserules!
I created some mechanics which better expand the damage bonus into an overall strength bonus, based on morph and ego. [url=http://www.eclipsephase.com/expanding-use-existing-mechanics-character-s... can find those rules here.[/url] I use these rules in most of my campaigns now, but playtested them in my action campaign. Eliminating continuity checks - We had a large discussion about continuity when someone brought up the fact that emulations don't have to start from an inert state, and basically came to the conclusion that continuity should never feel like it stops to the subject. When you die and your backup restores, you literally feel like you are transported from your last moment of life to whatever simspace they decide to store your mind as they figure out what to do with you. It's very disconcerting, but continuity never ends. This plays most importantly with egocasting, for which distance plays no factor in how long the trip feels. It's always instantaneous from your point of view. Psi Strain is Stress Damage - I did something similar to Codebreaker, but made it a Psi Chi sleight that anyone can purchase called Overclocking... the character chooses how much of any strain incurred is physical or stress damage. Without this sleight, strain works as usual. No memory loss for merging - I thought it was weird that you lose memories despite the existence of mnemonic enhancements, which permanently store memories in digital form. If you do not have such mods, or at least an equivalent (the Hyperthymesia sleight, for example), then memory loss occurs as usual. Merging different minds - Possible in my campaigns, but automatically causes the split personality disorder without the means to prevent it. Railgun changes - Railguns do far more damage in my more serious campaign (about 1d10 more for the smallest weapons, and up to 5d10 for some of the big ones), but cannot be automatic weapons. Too much friction is caused, and the gun can't survive more than a single shot every so often. They are also very loud, very visible, and nothing can be done to prevent that. Energy weapons are the best choice for stealth affairs.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
bblonski bblonski's picture
Re: Houserules!
Calculate MOS up from Zero - I personally hate doing subtraction and the linear probability curve allows us to flip where we calculate Margin of Success from without changing the probability of any outcome. Your roll equals you MOS except during contested rolls where you have to subtract the opponents MOS from your own (unfortunately you still have to subtract for MOF as well). This is also a little more intuitive with opposed rolls since higher successful rolls are always better. This method has been discussed on the forums under the name blackjack method or something like that. Initiative Penalties for Weapons - My attempt to help differentiate weapons and make it so bigger doesn't always equal better. Larger weapons incur penalties to initiative representing the extra time they take to swing around and aim. Unarmed/Gloves/Knives - 0, Batons/Swords/Pistols -5, SMGs -10, Assault Rifles -15, Sniper Rifle -20. I haven't actually play tested this one yet so values might need adjusting, but I like the idea that between two characters with equal initiative, the one wielding a pistol or SMG should more likely get the first shot off against someone with an assault rifle or sniper rifle.
Gee4orce Gee4orce's picture
Re: Houserules!
These are good ! I like bblonski's rules especially. I've always wondered why with opposed rolls the higher number wins, rather than the highest MoS, but making roll = your MoS is both quicker and more consistent, and intuitively it's 'better' to roll higher. Why would railguns be very loud though ? They are electro-magnetic, so there's no explosion, and it's possible (apparently) to minimise or even remove the supersonic crack of the projectile. I think rail guns would be quieter than conventional weapons. Also, if the damage is increased, have you done anything to consider the higher recoil this implies ?
Monican Monican's picture
Re: Houserules!
Perhaps s/he is saying that the supersonic crack CANT be reduced (in an atmosphere), guaranteeing a loud sound. And I like your note on the recoil. Using a powerful projectile gun, including rail guns, should deliver a lot of recoil, perhaps even requiring a freefall check if you're clinging with your feet or magboots to something as you fire a very powerful gun in microgravity. I'm playing my first game tonight, so I'll see if these bizarre percentile/MoS/MoF/opposed dice rules make any sense. They sure are confusing to read about in the core book, I like the idea of scrapping "lower is always better, except during opposed checks" and keeping it consistent by making it "lower is always better and thus higher MoS is better during opposed checks." As for my own house rules, for this new (first) campaign I wanted to stick with the default character gen rules as much as possible, but after a few players submitted starting characters with 80 rep in one or more circles, in the future my character gen changes will be: Starting CP = 800 Max starting skill value = 60 (down from 80) No free Rep Rep costs 1CP per point Max starting Rep is 39 Max negative morph traits = 50. I don't see why a player shouldn't get to roleplay a morph that has lots of problems. Maybe they choose easily fixable issues to deal with soon after the game starts, to get an extra boost elsewhere (maybe a better morph than they could have otherwise gotten, and once they fix a few of the flaws it'll be really nice). I greatly prefer scarcity campaigns to the default EP "Everyone starts out really, really powerful". My favorite D&D campaign was one where we started out at level 0...those first few silver pieces felt sooooo good! And hitting level one and being able to use the base starting stats for the class was a huge step that felt really powerful.
Decivre Decivre's picture
Re: Houserules!
Gee4orce wrote:
These are good ! I like bblonski's rules especially. I've always wondered why with opposed rolls the higher number wins, rather than the highest MoS, but making roll = your MoS is both quicker and more consistent, and intuitively it's 'better' to roll higher.
The higher number wins so that MoS calculation during opposed tests takes into account your opponent's roll's effect on yours without the need to subtract one value from the other. By directly comparing rolls, it speeds up the process of determining who wins in an opposed test, while still taking into account the in-setting effects of one character's actions influencing the quality of another's during opposition. I actually commented on this in one of the pages on roll-higher mechanics... the biggest problem being how such mechanics interact tends to be especially an issue with critical hits.
Gee4orce wrote:
Why would railguns be very loud though ? They are electro-magnetic, so there's no explosion, and it's possible (apparently) to minimise or even remove the supersonic crack of the projectile. I think rail guns would be quieter than conventional weapons. Also, if the damage is increased, have you done anything to consider the higher recoil this implies ?
Minimizing the supersonic crack really only works at low supersonic speeds. The further you get away from the sound barrier, the harder it becomes to try and mask a shockwave... and these projectiles are likely going at near a dozen times the speed of sound in even the thickest atmospheres (far faster in most atmospheres, due to the fact that the sound barrier is lower). The only place where the sound is eliminated would be the one place where sound isn't a factor to begin with... space combat. As for recoil, I generally use knockback rules to mitigate individual shots from a gun that hasn't been braced or bolted. This is the main reason I have compensated with far more devastating damage. Of course, I also have a campaign that is a bit more action-styled and over the top, and they generally use the standard affair of railguns with little to no recoil.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
OneTrikPony OneTrikPony's picture
Re: Houserules!
I'm proposing Hardening(p.214) as a new ego trait to my group. You pay 10 points and you're immune to one stressfull experience on the table and knock down your moxie max by one point. I figgure that for some people surviving the last two decades has hardend them to many situations. The "High Roll Wins" rule makes good sense if you draw it on a number line. Attacker skill 60 |102030[b]405060<[/b] |102030< defender skill 30 bold = region of automatic success. The high roll wins rule represents the attacker opperating at a level of skill and technique against which the defender cannot posibly compete. I like the forking stress idea, and decivre's strength rules work alot better than calling an ego aptitude strength. It helps deal with situations where a neotonic can be stronger than a Fury.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Psiborg Psiborg's picture
Re: Houserules!
Decivre wrote:
Gee4orce wrote:
Why would railguns be very loud though ? They are electro-magnetic, so there's no explosion, and it's possible (apparently) to minimise or even remove the supersonic crack of the projectile. I think rail guns would be quieter than conventional weapons. Also, if the damage is increased, have you done anything to consider the higher recoil this implies ?
Minimizing the supersonic crack really only works at low supersonic speeds...
I'm no aerodynamics expert, but I imagine there might also be some incompatibilities between projectiles shaped to have minimal sonic crack and projectiles with a stable, abrasion-resistant, conductive contact surface on either side. Which still leaves electrical arcing, atmospheric ignition (possibly- I'm having difficulty finding an actual source for this, though passing references abound, and it'd be dependent on atmospheric composition anyway), and simple high-speed friction noise between the projectile and the rails. Spoilered for possible threadjacking:
Spoiler: Highlight to view
Coilguns, however, could be [i]extremely[/i] quiet- no electrical arcing, no contact between barrel and projectile, and the projectile needs only to be magnetic, so sonic-crack-minimizing shapes are more practical. The achievable projectile speeds are much lower as well, so the sonic crack would be much easier to manage. The tradeoff, of course, is much lower power and electrical efficiency compared to railguns. As a bonus, though, you don't have to deal with wear and tear on the rails. Come to think of it, given a smartlink (touch-linked, of course; wireless mesh links are a hacking risk) for fire control and miniaturized magnetic fields precise enough to pull individual projectiles out of the magazine into the coil, I can see a coilgun built with fully-sealed solid-state electronics and exactly one moving part- the magazine latch. Wait, no, you could do electromagnetic magazine retention, too. Zero moving parts. Of course, you'd want to wrap the whole gun minus the end of the barrel and the magazine well in a Faraday cage and magnetic-shielding metamaterial (such as Mu-metal), and give the base of the flush-fitting magazine the same treatment, but picture the result: it's the ultimate infantry weapon- zero wear and tear, ignores vacuum, dust, mud, water (I can picture different ammunition being issued for underwater use), magnetic fields (though the projectiles could still be deflected), exotic atmospheric conditions (assuming corrosion-resistant outer skin), EMP, and casual unauthorized use (since it lacks a physical trigger). All with better armor penetration (and quite likely electrical efficiency) than beam weapons. Sure, it needs its batteries charged, but given the state of most EP military tech, it's safe to assume that a soldier who's out of juice is screwed anyway (barring specially-equipped low-tech units like the poor schmucks who get stuck trying to get onto a TITAN-tech-infested station long enough to attach boosters to point the thing at the sun). Besides, you can turn yourself into a portable battery charger for cost [low] with eelware- 5% of the cost of the average assault rifle, or the same as a mere 100 rounds of armor-piercing ammunition.