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Resident Legionnaire ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,136 Joined: 8-August 04 From: Usually Work Member No.: 6,550 ![]() |
I've noticed when I GM, a great many rules that the books set down, slow things down a lot.
In fact, last time I GMed, I took note of how many times I 'improvised' a rule because it was quicker than the one in the book and I've come to the conclusion that my games would be sneered upon by even those who would not consider themselves 'rules lawyers'. Now I don't do this because I don't like the rules, but usually because it is faster and keeps the action on track. Of course when I GM rules get broken ALL THE TIME in the interest of furthering the plot. How many times has everyone else thrown out 'flux' rules and just winged up a faster house rule on the fly? Or how many times have you guys just slapped a gun on an enemy vehical without bothering to see if it actually can mount that turret? ...? |
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Resident Legionnaire ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,136 Joined: 8-August 04 From: Usually Work Member No.: 6,550 ![]() |
I make up rules for speed quite a bit and havn't run into complaints yet. So long as their consistant and as was said, don't downplay the characters' skills/equipment.
The problem is not so much when a lucky shot takes down the villian, as when a lucky shot (coupled with bad rolling on the PC's part) takes down the PC. This can make the game less enjoyable for that person and that's when a fudge might be appropriate. Karma pool is great, but (and this is strictly my players so don't flip) my players seem to get more upset when an NPC uses karma pool than when I 'have reinforcements show up'. I don't understand this one bit, but whatever. |
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Lo-Fi Version | Time is now: 13th June 2025 - 07:41 AM |
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