Since there's no game session this week (RL scheduling for players), I decided to write up the house rules that I'm using for the campaign. The T:EPT system has a lot of potential, but it's also terribly flawed in many places. This is a combination of it being rushed into print, and the system it was derived from, and every T:EPT GM has to deal with this. Here's what I've come up with to address these shortcomings.
Blackjack
Rolls
The
first thing I did when I started playing T:EPT was to change the
basic dice roll to follow the "blackjack" system I've seen
in other RPGs. The object is to roll as high as you can, without
exceeding the skill level, and hitting the skill level exactly is a
potential critical. Instead of calculating how much you succeeded by,
just read the number off the die. So, if your skill is 7 and you
rolled a 5, then your MoS is 5. If you fail and the amount you failed
by is relevant, then caculate this as normal.
Exactly
what difference does this make? From a probability point of view,
none- except for eliminating the zero-MoS. But from a gameplay point
of view, you'd be amazed just how much quicker thing go, especially
in combat, just by eliminating that brief calculation everyone has to
make after every die roll. The margin or failure is relevant less
often, so keeping it doesn't slop things as much- especially with
higher skill levels (see below).
If
you play T:EPT, then I urge you to try it. It makes a big difference
to the game.
Skill
Point Doubling
When
I was putting together the pre-generated PCs, I quickly found that
it's very hard to build a compentent character using the skill points
allocated in the basic rules. I see the reasoning in the skill
levels, but honestly, I don't agree with it. I feel that 3s and 4s
should be much more common than they are. I've also found that high
numbers all around actually seem to make the game system work better-
characters rarely fail, unless there's some factor (negative penalty
or opposing NPC) acting against them.
So
I double the skill points given to characters in creation, both the
basic allocation and the bonuses from Older and Highly Skilled. This
also makes playing an old veteran rather than an inexperienced
prodigy an attractive option- Tsodlan and Kemuel were at opposite
ends of the skill vs stat point extremes, and it definitely seemed
that Tsodlan was short-changed.
Always
remember- something like this isn't unbalancing if everyone has it
applied to them. So the NPCs will have higher skills as well.
Armour
and Fatigue
One thing I quickly noticed about the T:EPT rules is that it's basically impossible to march long distances wearing armour in Tsolyanu and be able to function afterwards. Whilst this might be realistic, the PCs and their NPC entourage had been wearing Medium Armour a great deal of the time. How to square this?
I decided to employ the idea that armour, when worn, was not fully fastened and key pieces were missing. This made the armour cooler, but afforded less protection. A character could choose to take levels of the Partial Armour drawback, up to the usual maximum (3 + armour rating). These levels would then act as a bonus to the Exhaustion check for wearing armour. If the character suddenly faced danger, it would take 1 round per level to remove the Partial Armour trait, representing hurriedly putting on helmet and greaves, fastening the chestpiece properly, and so forth.
I feel that this rule strikes a good balance between taking away armour- not a good thing given how lethal T:EPT combat can be with all the advanced damage options used- and failing to drive home just how brutal the climate of Tekumel is.
Critical
Hits
In the basic rules, when a 1 is rolled in a skill check, the check is re-rolled and if successful the Margin of Success is doubled. This is all well and good, and works fine most of the time. However, in combat, when a character has a high skill total- say, 8 or higher- then this doubling could potentially kill whoever they hit regardless of how well they roll, and will definitely end the fight.
If both characters have a Skill+Stat of 8, and one rolls a 1 comfirmed as Critical, that's 14 MoS; if the opponent gets a 2, then despite only being 1 point different, that's only a 6 MoS, meaning the attacker gets an 8 MoS hit. High skill level combat thus comes down to a 1 in 10 chance of ending the fight every time an attack is made.
This is fine against 90% of NPCs, but when the one on the receiving end is a PC or Major NPC, then it clearly shouldn't be the case. So how to handle it? A Critical Hit shouldn't be nerfed in any way, but at the same time, it needs to be made more survivable.
My solution is as follows. When a critical hit is made, instead of doubling the MoS, the MoS is applied twice- once to the character hit, and once to the Weapon, Armour or Shield of this character. Damage thus caused is applied exactly as per the Attacking Weapons and Armour rule. The item affected is a GM call, though I'd say that if the defence roll was good, it's the Shield/Parrying Weapon, and if it was bad or failed then it's the Armour.
This has two benefits. Firstly, it means that taking a Critical Hit is survivable for PCs, whilst still making them something you'd rather you hadn't been hit by. Secondly, it means there's now more chance for weapon and armour damage, without requiring an opponent to specifically try to cause it.
Naturally, this requires that the character have armour and a shield to break in the first place- if a character is wearing neither, then just apply the damage to him as normal and treat it as an object lesson on why not to venture onto a Tekumel battlefield without proper protection.
As stated above, this rule should only be applied to PCs and major NPCs- it's too much book-keeping to use for every minor combatant, and they should just use the old version of the rules and die whenever a master swordsman rolls a 1.
I've
just stated that characters make a Strength roll and gain hit points
equal to the Margin of Success each week. This roll gets modified
based on the character's situation (+6 for bed rest and medical
treatment, for instance) and means that, lacking magical healing,
characters will be living with any wounds for quite a while.
Injuries
and Healing
Natural
healing is a definite sore point in the T:EPT rules. The published
rulebook doesn't have any rules for this at all- it seems they
somehow got lost in the editing process. There are playtest documents
about that have the rules if you look around, but these rules just
don't fit at all. They are taken from the Big Eyes, Small Mouth
system that the T:EPT rules ultimately derive from, and are much too
fast- appropiate for the anime-based BESM, but not even close to the
gritty realism I feel Tekumel should have unless magic is involved.
After
much pondering of my favourite damage and healing rules from other
RPGs, I've come up with the following system.
Injuries
are divided into two types- hit point damage, and serious wounds. Hit
point damage represent the cumulative effect of many minor injuries,
and are treated as just the number of hit points lost. Serious
injuries are significant enough that the character needs to handle
each individually. When damage is taken, if the amount is greater
than the character's Shock Value, then this is a serious injury. In
addition to being deducted from the Hit Point total, the level of the
injury is noted. Each Serious Injury gives a wound penalty of it's
own, in addition to that caused by total hit points lost- so the
Hit
point damage and serious wounds heal separately. At the end of every
game week, any injured characters roll their Strength stat, with the
following modifiers:-
Toughness
Advantage +1 per level
Fragile
Defect -2 per level
Medical
Treatment +skill of physician attending
Bed
Rest +3
Physically
demanding activity -3
Penalties
from serious injury -total penalties (not counting Hit Point Damage)
If
the roll succeeds, then the character recovers a number of points of
Hit Point damage equal to 2xMoS, and also reduces the level of all
serious wounds by 1. Failure means no healing this week, and a
critical failure means the wounds have become infected- GM call as to
how this goes, but it should be VERY bad.
Example:
Firu
hiBurusa has a shock value of 10, and 50 Hit Points. When fighting a
group of bandits, he's hit several times- for 6, 4, 12 and 14 hit
points respectively. The first two injuries are 10 points of Hit
Point Damage. The last two are serious injuries. He's lost a total of
36 hit points, and after the final blow is very badly injured and at
-5 to all actions, -3 because of the 36 points of total damage, and
-1 for each serious wound.
After
being carried back to the Clanhouse to recover, Firu is attended by a
Physician with a skill of 2. He's resting in bed, and has a Strength
of 5. He therefore rolls against (5+3(bed rest)+2(skill)-2(serious
injuries)=) 8 or less on a d10. The roll gives an MoS of 5, so after
the first week of healing Firu recovers 10 points of Hit Point
damage, and each serious wound is healed one point. All the minor
injuries (hit point damage) are recovered, and the serious injuries
are now 11 and 13 with a total wound penalty of -4.
Some
weeks later, Firu has healed to the point where the wounds are 7 and
9, with a wound penalty of -1. Neither wound is enough to give a
penalty in itself, but the total is enough for a -1 penalty.
Any
magical healing applied to a serious injury must be cast on that
injury specifically. The number of points restored is divided by the
wound penalty of the injury plus one- so if Firu were to take 30
points of damage in one hit, any spells healing it would be at
one-quarter effectiveness.
When
a serious injury is first taken, the GM also has the option of
rolling against wound penaltyx2 on a d10- 2 or less for -1, 4 or less
for -2, and so on. If this roll is made, then the injury is a
crippling one and it's penalty is given to a stat, or a defect of
equal value take. This optional rule should only be used in campaigns
where Regeneration magic is available or combat is something the PCs
should try to avoid.
When
combined with all the existing advanced damage rules from the
rulebook, the effect is to make damage much more bloody and
realistic. There's no more D&D-style mass of hit points with no
mid-point between functional and death- and the potential to make
serious wounds into hit point damage makes people really respect the
value of armour, and be wary of fighting without it.
Fighting
Styles
One of the first house rules I came up with involves the Fight Style manoeuvre. I like the idea of different styles of fighting, but the way the rule works seems to make it more trouble than it's worth. Instead I came up with the following.
A Fighting Style lists the weapons(s) and armour that it works with. If using these, a combatant gains +1 to attack and defence rolls, but if even one is changed, the bonus is used. This means that warriors will all have favourite weapons, and be less effective when using ones they aren't as comfortable with.
For Example- the Emerald Swordsman style is a light Duellist technique. It uses a Rapier, Dagger and No Armour. All of these give a +1 to Attack and Defence rolls. If the swordsman wears any form of armour, or lacks a dagger in the off hand, or uses a primary weapon other than a rapier, this bonus is lost- all weapon choices must be used.
Second Example- the Legion of Kurakaa teaches two fighting styles- Long Sword, Medium Shield, Medium Armour; and Long Spear, Medium Shield, Medium Armour. Legionaries are trained in both, meaning that to get the bonus, they must use Medium Shield and Medium Armour with either a Long Sword or Long Spear.
Both these techniques were devised to be given to player characters in my campaign. The Emerald Swordsman style was intended for nobles who don't wear armour as standard, but can carry a rapier and dagger on their daily business without being considered eccentric. The Legion of Kurakaa styles are designed to use the weapons the Legion is listed as being equipped with.
Combat
Moves
Recently,
we started making use of the Deceptive Fight Manoeuvre in combat. The
principle seems a good one, but after using it a few times I started
to feel it had two things that needed correcting. Firstly, using a
whole action to set up an attack next round felt too slow and clunky.
Secondly, the concept could, I felt, be expanded far more than the
rulebook did with the Deceptive Manoeuvre as written.
My
revised version I call Combat Moves. They work as follows.
Each
Combat Move is purchased as a Fighting Manoeuvre at the standard cost
(4 skill points). A move is defined by a name, a brief description of
the move itself, a list of the skills used, then an Attack or Defence
type. When the move is used, the character makes a roll against each
of the skills listed. If any of these rolls fails, the character
loses the attack for this round. If all the rolls are made, then the
attack has a +1 bonus for each skill. Every time a move is used
against in the same fight or against the same opponent, every skill
used to build up the attack gains a -1 penalty. Thus, the first time
a Combat Move is used in a battle, it works at the base value. The
second time, all skills used are at -1; the third, at -2.
There's
no real reason a stat can't be used instead of a skill, but in
practice this would only make sense if the stat was a high one, given
skills tend to be higher.
As
examples, here are the moves Gachaya, a PC in my campaign, uses:-
Mesmerising
Patter
The
character talks constantly during the fight, seeking to distract the
opponent's attention from the blade to the words, then striking in
the moment of inattention. This works only in a one-on-one fight
where the opponent can hear and understand the character's speech.
Skills
Used: Oratory, Deception
Enhances:
Sword Attack
Dagger
Feint
The
combatant, using a sword in one hand and a dagger in the other, fakes
a strike with the dagger and then strikes with the sword instead.
Skills
Used: Sleight of Hand, Dagger
Enhances:
Sword Attack
Swirling
Cape Defence
The
character, if wearing a cape, can swirl it like a Matador whilst
side-stepping to make an opponent misjudge his position when making a
strike.
Skills
Used: Style, Acrobatics
Enhances:
Sword Defence
For
Tsodlan, the Legion Veteran, I came up with this one:-
Supporting
Ranks
If
the character has an ally trained in Formation Fighting on either
side, attacks can be made with more confidence, knowing that they
have him covered.
Skills
used: Teamwork- once for the character, and once by each supporting
ally
Enhances:
Sword Attack
And
for Mvekku, the NPC N'luss retainer, I thought up:-
Reckless
Charge
The
character strikes at the enemy with no regard for his own life,
filling them with fear at his savage power.
Skills
Used:- Intimidate, Strength
Enhances:
Any strike using the All-Out Attack Manoeuvre
I
used these in combat for the first time in the last game session, and
they all seemed to work really well. I think they do a nice job of
showing how every experienced fighter will have a set of favourite
moves or tricks, and that rather than just plain Combat Value, each
combatant learns to play to whatever other strengths they have.
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