House Rules

Here is a list of house rules and other bits of “GMing” goodness. I will add to this page periodically, and welcome suggestions and feedback. This page also refelcts current 5th editon rules.

1) Stun Multipliers of Killing Attacks: I never liked the idea of a “Stun Lottery” with killing attacks. To often I had PC’s using killing attacks to try and hit the x5 stun jackpot. A 2d6 killing attack could do 60 STN to an opponent—a bit much for my liking for a 30 pt power. You could design a character to easily bounce the STN of a bullet, but one lucky x5 roll could send him into dreamland. I do the stun multiplier like this—Roll 1d6 for a STUNx and consult the chart below

d6-1 Stunx
0-1 x2
2-5 x3
6+ x4

The Extra Stun Multiplier advantage adds 1 to the 1d6 roll, so if you had a +3 stun multiplier and you rolled a 6, you would get a x4 stun multiplier for your KA

2) Aborting an action: I allow characters to abort to a defensive action (Block, Dodge, etc) with no penalty. However, aborting to turn on a power—(force field, desolidification, etc) requires the character to make a DEX roll. A failed DEX roll means the character does not turn his or her power on in time. If a character has a held action, no Dex roll is required to activate the power..

3) Critical Hits: If an attack roll is made by 1/3 (round down), the character may re-roll any damage dice he or she wishes once. A natural rolled 3 means you may reroll twice.

4) Movement Stacking: If for some reason one character is transporting another (teleportation, flight, etc) both characters are restricted to the movement of the transporting character. You can’t teleport 20" with a character, then have that character run 10" after being teleported—both are limited to the 20" of the original teleport. Perhaps not realistic, but enforced for game balance.

5) Damage Reduction: I allow full damage reduction, effectively allowing invulnerability. The cost is 80 pts for 100% non-resistance, 120 pts for resistant. You absolutely cannot buy down your PD or ED. Note that it is a +1 limitation for damage reduction vs a single special effect, thus reducing the cost considerably. GM approval is required for this power.

6) Damage Shield. I don’t care for the way Damge Shield is handled in 5th edition. Damage Sheild is now a straight +1/2 advantage (as it was in 4th edition). any power that becomes a Damage Shield automaticly becomes no range and does not get any added damage for strength (if it had before—such as with an hka or htha). For +1/4, the Damage Shield will inflict damage with a succseful HTH attack—as per 5th ed. rules.

7) Acrobatics. I will allow you to make an acrobatics roll and if successful, add +1 to either you OCV or DCV. You can not do this while performing an action that requires an acorbatics roll.

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House Rules

Vanguard Polaris