Post by Paul on Jan 3, 2010 12:07:29 GMT -6
OK this is stemming from myself reading over the rule books and reading other various house rules.
Most of it is combat related and it is late so I'll try and have this make sense. Yes most of these are borrowed from classicmarvelforever.com.
Grappling
Grappling attacks seem impractical, since it requires a yellow FEAT to get any sort of result. This paragraph changes that. A green FEAT is a partial hold. A yellow FEAT is a full hold. A red FEAT is a full hold plus the option to immediately inflict damage or throw the opponent. To clarify, a normal full hold does not inflict damage or permit a throw the turn it is applied.
Block
OK lets adopt the same rules for dodging and keep the blocking part intact.
A character who is Blocking may move only half his speed in any turn, may not engage in a charging attack, and may perform only one other action that turn, maximum (including making an attack). In any event, a character who is making a dodging (blocking) attack makes any FEAT rolls in that turn at a -2 CS penalty.
I didn't realize dodging was an attack. Did they proof read this crap? Nope, first word page 28. lol
Evading
The Evading character makes only one attack that round, and rolls on the Universal Table and checks the Evasion column in the Effects Table. The results are -2CS, Evasion -1CS, Evasion +1CS, and Evasion +2CS.
Death
It is time to tackle this issue I have with the dying part of the rules. I am trying to keep the excitement of combat and trying to eliminate the complete stupidity of simply checking on someone and they won't die. The original rules suck and my adaptation wasn't much better, so I'm trying to figure out a way to combine the two.
With the above combat changes and my idea for treating others I want people to simply do more during combat. Punch, shoot, kick, fastball special, shoot, punch, just gets old too fast.
Most of it is combat related and it is late so I'll try and have this make sense. Yes most of these are borrowed from classicmarvelforever.com.
Grappling
Grappling attacks seem impractical, since it requires a yellow FEAT to get any sort of result. This paragraph changes that. A green FEAT is a partial hold. A yellow FEAT is a full hold. A red FEAT is a full hold plus the option to immediately inflict damage or throw the opponent. To clarify, a normal full hold does not inflict damage or permit a throw the turn it is applied.
Block
OK lets adopt the same rules for dodging and keep the blocking part intact.
A character who is Blocking may move only half his speed in any turn, may not engage in a charging attack, and may perform only one other action that turn, maximum (including making an attack). In any event, a character who is making a dodging (blocking) attack makes any FEAT rolls in that turn at a -2 CS penalty.
I didn't realize dodging was an attack. Did they proof read this crap? Nope, first word page 28. lol
Evading
The Evading character makes only one attack that round, and rolls on the Universal Table and checks the Evasion column in the Effects Table. The results are -2CS, Evasion -1CS, Evasion +1CS, and Evasion +2CS.
Death
It is time to tackle this issue I have with the dying part of the rules. I am trying to keep the excitement of combat and trying to eliminate the complete stupidity of simply checking on someone and they won't die. The original rules suck and my adaptation wasn't much better, so I'm trying to figure out a way to combine the two.
With the above combat changes and my idea for treating others I want people to simply do more during combat. Punch, shoot, kick, fastball special, shoot, punch, just gets old too fast.