Do-over and Reliable (houserules)

Post/Author/DateTimePost
#1

Seeker95

Feb 23, 2011 9:42:03
First the background... two sessions ago, one of the players has a PC with encounter powers for both of the novice entries (plant yeti -- the swamp thing!). He missed with both in both of the encounters of the session. And he said it simply wasn't fun.

In response to this, I implemented these two house rules that we used in the last session:


  • Do Over

    • Each player receives a chit (poker chip, actually). At any time during the session, the player can turn in the chit to re-roll any one roll (to hit, save, damage, skill check, overcharge, salvage check, anything that involves dice). Each chit is a use-it or lose-it item. Turn in the chit, re-roll the dice, and live with the second result.



  • Reliable

    • I have made all encounter powers in Gamma World "reliable" as per the keyword in D&D. If an encounter power misses, it is not used up. The exception is in those that have an effect on a miss. The player must choose whether the miss effect occurs *or* the power remains available.




We used these in the last session, and four of the five players used their Do Over chits. All of the players with encounter powers made use of the Reliable feature. And fun was had by all.
#2

dubmasterc

Feb 23, 2011 17:03:15
Cool idea... my buds and I use a similar rule with Federation Commander.
#3

Seeker95

Feb 23, 2011 17:38:10
Can anyone see any downsides to using these house rules? Something that my proximity to the forest is preventing me from seeing?
#4

miniaturegeek

Feb 23, 2011 18:31:48
Can anyone see any downsides to using these house rules? Something that my proximity to the forest is preventing me from seeing?



I think they both seem fair and fun.  However I'm even more relaxed and I don't remember who recommended it, but I make all novice powers Standard At-Will
#5

Tony_Vargas

Feb 23, 2011 18:36:28
First the background... two sessions ago, one of the players has a PC with encounter powers for both of the novice entries (plant yeti -- the swamp thing!). He missed with both in both of the encounters of the session. And he said it simply wasn't fun.

In response to this, I implemented these two house rules that we used in the last session:


  • Do Over

    • Each player receives a chit (poker chip, actually). At any time during the session, the player can turn in the chit to re-roll any one roll (to hit, save, damage, skill check, overcharge, salvage check, anything that involves dice). Each chit is a use-it or lose-it item. Turn in the chit, re-roll the dice, and live with the second result.



  • Reliable

    • I have made all encounter powers in Gamma World "reliable" as per the keyword in D&D. If an encounter power misses, it is not used up. The exception is in those that have an effect on a miss. The player must choose whether the miss effect occurs *or* the power remains available.




We used these in the last session, and four of the five players used their Do Over chits. All of the players with encounter powers made use of the Reliable feature. And fun was had by all.

There are lots of re-roll mechanics in 4e, so adding one to GW probably won't hurt at all.  As far as making /all/ the Encounters reliable - some of the Expert powers may have miss or effect lines, making reliable a bit less apropriate.  But, it's fine for Novice powers.  In fact, I think it doesn't go far enough - I'd make all Novice powers at-will.  (OK, /maybe/ I'd tone Brickbat down a bit, if I were going to make it an at-will, and I'd also make them all Standard actions, but still...)

A character with no at-will novice powers might as well be an AD&D fighter, just swinging a weapon ever round...