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June 18, 2013, 06:40:37 PM
The Official Anima ForumsAnima - Role Playing GameFan-madePost your houserules for Anima
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Raybras
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« Reply #45 on: December 24, 2011, 09:32:26 PM »

Well i linked you the entire errata/faq if you feel like looking at it.
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Gimp
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« Reply #46 on: December 24, 2011, 11:01:51 PM »

Well i linked you the entire errata/faq if you feel like looking at it.
Thanks for the effort, but no.  When they get around to putting up an official English FAQ, I'll look it over, and decide what to implement, if anything, in my games. 
 
Until then, I'm not having any issues I need a FAQ for in my games.  A FAQ has importance in two cases; for games that need concise and consistent interpretations for competitive gaming, and for RPG's where a gaming group wants an opinion on something they can't decide how they want to interpret for some rules issue. 
 
Otherwise, an RPG group can use whatever they want for an interpretation, and so long as it works for them, it's a good interpretation.
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Korwin
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« Reply #47 on: January 18, 2012, 01:44:15 AM »

Opinions?
I'm considering this rule (btw. should check out the HR-Thread):
Per 30 Occult the player gets to choose gets one level for research a creature.
So if he wants to research an Level 6 from Those who walked among us he would need 180 Occult.

He would get additionally creatures if he encounters them in play.

Hmm, 180 Occult still sounds high for on Lvl. 6 creature. 15 per Level?
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Gimp
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« Reply #48 on: January 18, 2012, 10:33:24 AM »

Opinions?
I'm considering this rule (btw. should check out the HR-Thread):
Per 30 Occult the player gets to choose gets one level for research a creature.
So if he wants to research an Level 6 from Those who walked among us he would need 180 Occult.

He would get additionally creatures if he encounters them in play.

Hmm, 180 Occult still sounds high for on Lvl. 6 creature. 15 per Level?
I'd run the 30/level to assign a target number, and then simply use the character's skill to see how long it took to find information.  You could also assign a time frame for the research, with each 30 points of target number requiring a day for each roll.  A level 6 creature would allow a roll every six days with a target number of 180 (or higher if you wanted a larger multiple).
 
Sometimes you get lucky and find a reference with the information you need easily, and sometimes you search forever.  Using a skill roll instead of just an ability scre represents that.

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Lia Valenth
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« Reply #49 on: January 18, 2012, 07:18:37 PM »

Using 30 per level sounds like a good idea, 30 for level 1 is easy but not everyone will get it. 150 for level 5 is as it should be, few will get it but then level 5's are elite units or better. Best of all, level 8's require a 240, Almost Impossible level, and are in the category of "legendary" which works right in. Level 16 (the highest in the game I know of, being Omega) is a 480, just over Inhuman level.

This works well if your using level independent checks (where all that matters is there level, not yours). I created a prototype chart for level dependent checks (http://cipher-studios.com/AnimaBB/index.php?topic=5750.msg68888#new) but I think I might just like this better. Increase the check to 40/level to know things about them without research, (Though I would cap it at 500...otherwise the checks would get way too high)

The problem is how to decide what they learn/know with the check. They shouldn't know the stat block just for passing by 2, nor should they know nothing if they fail by 10. That will require some thought.
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Korwin
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« Reply #50 on: January 18, 2012, 11:27:51 PM »

My HR is intended for: Can he summon this or that creature from TWWAU.
Ie does he know such an creature exist. The PC could allways summon creatures he met. Its those he did not met I'am concerned about.

It would not be an check, but lets make an example:
PC has 240 Occult (240:30=8). He could know a Lvl 8 or two Lvl 4 creature to summon.
Its basically there to get the Player creatures outside of those the GM (me) uses.

Knowing about encountered creatures is another seperate use for Occult, but thats not my Top priority atm.
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Gimp
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« Reply #51 on: January 19, 2012, 10:48:04 AM »

That works, but I'd prefer making players work and roll to gain knowledge about specific creatures, rather than simply invest points to gain a set skill level.
 
You could require multiple research roll successes to gain different types of knowledge about a creature; knowledge of its existence, true names, etc, could all be based on taking time and making multiple successful research rolls to get the level of information.  Rather than just worrying about how much they made their roll by (extra levels of success giving bonuses as they do for things like forging is a nice additional option), higher levels of learning can come through either exceptional success rolls or diligent reasearch over time giving multiple successes.
 
If every two extra levels of success on a single roll, or two additional successes over the course of time required to gain new rolls, gave an additional level of information, the character would have reason both to raise their skill and spend time researching.  Truly impotant information (ex: true names) could require extra levels of success from the start, andnot be available for any number of basic success rolls.
 
Set knowledge levels cause an issue because the player can feel limited.  If they have their 240 Occult giving them a level 8 or two level 4 creatures, but discover they would prefer a different creature that's level 6, what do they do?  If they have to spend enough DP to cover 180 levels of Occult before they could gain a new creature, summoning becomes worthless.
 
Research requires the player do something with their character, allows new summons to become adventure hooks, and only limits the summoner based on their willingness to research new creature knowledge.  Taking time for such research also gives the GM time to adapt their campaign for the use of whatever is being summoned.
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Heart of the Tiger
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« Reply #52 on: July 12, 2012, 04:23:36 AM »

Here comes v.3, most of the rules have worked out rather well:

Class balance:
Characters with the fighter or prowler archetype get a +5MK bonus each level. Shadows also recieve this bonus, as they belong to both fighter and prowler archetypes. Characters who belong to two archetypes and only one of them is a fighter or prowler archetype do not recieve any bonus MK.

Taos get a +10 class bonus to a secondary ability of their choice, or +5 to two secondary abilities of theri choice.

80% of the DP of any character can be spent buying primary abilities, with the 50% or 60% limit counting seperately for each of the sections. For example, a Warlock could spend 50% of his/her DP in combat abilities and 30% in magic.
He could not spend 50% in combat and 50% in magic because that would violate the 80% restriction for primary abilities, nor could he spend 80% in one of those sections, because that would violate the 50% restriction for each of the sections.

To compensate for this restriction, all classes that belong to two archetypes and have no primary theme at 60% limit, get a  +10 class bonus to two secondary abilities of their choice (each +10 bonus can be split up to get two +5 bonuses) None of those bonuses can raise a single secondary class bonus beyond +10/level. The mentioned classes are Warlocks, Warrior Mentalists, Wizard Mentalists, and Warrior Summoners.

Stacking limits:
Stacking temorary bonuses is limited. For example, two temporary powers improving initiative stack, but the one giving a smaller bonus only stacks for 50% of it's bonus (same as with armor). Should the power giving the higher bonus be canceled, switched off or whatever, the power giving the smaller bonus will provide it's full bonus. If two powers provide the same bonus, the one activated later still only adds half it's bonus.

Class bonuses to secondary abilities cannot stack with temporary bonuses that directly increase secondary abilities. This means that an Acrobatic Warrior's class bonus to acrobatics cannot stack with a ki technique or a psychic power increasing acrobatics.

DP spending:
DP converted to MK can be converted back. The limit of how many MK can be converted to DP is the amount of DP already converted to MK.

Modules:
Only 50% of the DP cost of any module are considered to be primary DP (round up).

Permanent powers:
Permanent powers can reduce the cost of a permanent ability if the ability has this power's effects included. For example someone who has the permanent(NOT maintained) power to perform actions of inhuman difficulty would reduce the cost of the ki ability "Inhumanity"(Ki) or "Inhuman"(Nemesis)  by 50%. If the power is somehow lost, the ability is inactive as long as the other 50% are not paid.

Saved DP are limited by the class they come from in terms of how they are spent, meaning you cannot save 100 DP and then change your class to spend them using a lower muliplier, they can be saved, but must be spent using the original multiplier.
The advantage "Versatile" softens this restricion somewhat, see below.

Advantages and Disadvantages:
Martial Mastery:
You get 50 MK for each point of Matrial Mastery.

Quick Reflexes:
+15 initiative for 1 CP, +35 for 2 and +60 for 3. They don't stack with each other.

Ki Recovery:
Mostly unchanged, we use the recovery values of Dominus Exxet.

Legacies of Blood:
We don't use the level adjustment for most legacies, meaning you don't have to pay another CP to avoid level adjustment. Exception: The Eyes of Death, which is now a 3CP + level adjustment 1 advantage.
Level adjustment:
Each point of level adjustment raises the XP you need to reach the next level. A level 1 character with 1 point of level adjustment needs as many XP to level up as if he were a 2 character who wanted to reach level 3. Likewise, a level 10 character with 3 points of level adjustment needs as many XP to level up as if he were a level 13 character who wanted to reach level 14.

Versatile:
In addition to it's initial benefit, this advantage allows a character to spend saved DP originating from another class with the new classes multipliers. This advantage has a limit of 5 DP/level, meaning a Weaponmaster 5/Technician 1 with this advantage could spend 25 saved DP from his Weaponmaster career while enjoying the Technician's multipliers.

Banned advantages and disadvantages:
Been Around, Fast Learner, Slow Learner.

Characteristics:
Physical characteristics cannot be raised above 11 withot Inhumanity and not above 15 without Zen, mental characteristics cannot be raised above 13 without Inhumanity and not above 16 without Zen.

Even if a character posesses Zen, he cannot improve his physical or mental characteristics above 18 (not even temporarily), unless he has a gnosis of 40. To have a characteristic above 19 you need a gnosis score of 45. This is also true for tables that use a characteristic's value to directly calculate it's effects such as maximum load or movement value, to be able to benefit from their next to last row's effect you need gnosis 40, or respectively 45 for the last.

Ki Abilities:
Characteristic Augmentation:
A character using Characteristic Augmentation or Superior Characteristic Augmentation ceases to regenerate ki points and has to pay maintenance costs just as any other character.

Arcane Characteristic Augmentation
Using Arcane Characteristic Augmentation, a character can raise his characteristics up to five points higher than his original values. The cost for maintaining the augmented characteristics is the same as if the character used Superior Characteristic Augmentation, but the activation cost for raising a characteristic is reduced by the characteristic's base accumulation. Additionally the character doubles his base accumulation for the purpose of accumulating ki points to increase characteristics and never halves it for performing additional actions. A character using Arcane Characteristic Augmentation ceases to regenerate Ki points and has to pay maintenance costs just as any other character.
Requirements: Superior Characteristic Augmentation
Cost: 40 MK

Ki Techniques:
The base damage of ki techniques is either equal to the weapon's base damage or equal to double the characters base presence + power bonus.

Existing ki techniques can be changed. There are some limits for this:
1: The main effect of a technique can't be changed to another main effect, meaning a +100 initiative technique couldn't become a +100 damage technique, but it could become +150 initiative technique.
2: If a technique is lerned by copying it and the technique's cost is reduced due to an advantage or ability, such as the ki ability "Technique Imitation" , the technique cannot be changed, it can only be created new, using the original cost, not the reduced one.

Modules:
Elusive Weapons:
This module let's a character add his weapon's quality bonus to dodge as well as to block. This is only usable if the character is not using a shield.
Cost: 30 DP

Currently being tested and modified:

Ki Techniques:
A technique can have more disadvantages than it's general limits.

Psychic Powers:
Each Psychic Power can be maintained for a total number of rounds per day equal to the users Willpower characteristic without having a cost. Maintaining Psychic Powers over a longer period of time has a cost of 1 PP for each Psychic Power maintained for an additional number of rounds equal to the users Willpower characteristic.
This means, that a Warrior Mentalist with a Willpower characteristic of 14 maintaining three psychic powers has to pay a maintenance cost of 3 PP after 14 rounds have passed. Canceling and reactivating the powers before the time has passed does not help, if the same Warrior Mentalist cancelled his powers at the beginning of the 12th round and reactivated them 1 round later, he would have to pay the maintenace costs for the powers after another three rounds.
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Lizbeth
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« Reply #53 on: July 12, 2012, 05:36:53 AM »

1. Weapon Modules takes points from general DP pool, not the Combat one. One weapon cost 10 DP, weapon group cost 20 DP. Prices are halved for Weaponsmasters. Fighters, prowlers and fighter/prowlers have 2 weapon groups, Fighters and Prowlers hybrids with other classes have 1 weapon group.

2. Minor Ars Magnus (beside the Kiai Shout) and Impossible Weapons DP costs are halved for the Weaponsmaster (MK cost remains same). Add new Large Weapons minor Ars Magnus, which allows to use oversized weapons, DP cost 20. Cancer requires Attack 140.

3. Psionics. Powers which have minimum Potential for activation higher than base Potential of the user cannot be maintained.

4. Gender specific effects will become less gender-discriminate and affect all. Size table can be ignored.

5. Only official Techniques are allowed, and they require an instructor. Technique Imitation Dominion Ability is banned because it's exploitable ("I learn Imitation and then learn all my abilities with a discount lol")

6. Use of Necessary Energy: "No more than three fatigue points may be spent per action for +45 bonus". Psychic points cap for Increase Psychic Potential, Increase Psychic Projection and Improve Innate Power is reduced from 5 to 3.

7. Hard to Kill is 5 lp per level, not 10.

8. Use of Dominion и Dominion Control are not required. To start learning Dominion 50 MK pool is needed. To learn techniques 70 MK worth of Dominion abilities is required.

9. Stats above 10 are allowed, but to get the bonuses for 11-13 Inhumanity is required, 14+ Zen is required.

10. Mastery in Dodge reduces area attack penalty to 20.
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Heart of the Tiger
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« Reply #54 on: July 12, 2012, 06:25:52 AM »

5. Only official Techniques are allowed, and they require an instructor. Technique Imitation Dominion Ability is banned because it's exploitable ("I learn Imitation and then learn all my abilities with a discount lol")

Are your players allowed to switch costs of techniques? 5 Agi, 6Wp -> 8 Agi, 3 Wp
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Lizbeth
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« Reply #55 on: July 12, 2012, 07:01:16 AM »

Are your players allowed to switch costs of techniques? 5 Agi, 6Wp -> 8 Agi, 3 Wp
Yes, in most times I'll agree with that because core techs are poorly built in this part.
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Heart of the Tiger
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« Reply #56 on: July 12, 2012, 07:29:33 AM »

If you only allow official techniques beause of broken uberimbaness, you should as well check  out some of the metamagics and mindsets, or whatever they're called, in Arcana Exxet. That's what really frightens me, after all it can lead to some serious imbalance and I'm just talking base attack, defense vs projection now.
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Spirit_Crusher
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« Reply #57 on: July 12, 2012, 09:22:50 AM »

1. Weapon Modules takes points from general DP pool, not the Combat one. One weapon cost 10 DP, weapon group cost 20 DP. Prices are halved for Weaponsmasters. Fighters, prowlers and fighter/prowlers have 2 weapon groups, Fighters and Prowlers hybrids with other classes have 1 weapon group.

2. Minor Ars Magnus (beside the Kiai Shout) and Impossible Weapons DP costs are halved for the Weaponsmaster (MK cost remains same). Add new Large Weapons minor Ars Magnus, which allows to use oversized weapons, DP cost 20. Cancer requires Attack 140.

3. Psionics. Powers which have minimum Potential for activation higher than base Potential of the user cannot be maintained.

4. Gender specific effects will become less gender-discriminate and affect all. Size table can be ignored.

5. Only official Techniques are allowed, and they require an instructor. Technique Imitation Dominion Ability is banned because it's exploitable ("I learn Imitation and then learn all my abilities with a discount lol")

6. Use of Necessary Energy: "No more than three fatigue points may be spent per action for +45 bonus". Psychic points cap for Increase Psychic Potential, Increase Psychic Projection and Improve Innate Power is reduced from 5 to 3.

7. Hard to Kill is 5 lp per level, not 10.

8. Use of Dominion и Dominion Control are not required. To start learning Dominion 50 MK pool is needed. To learn techniques 70 MK worth of Dominion abilities is required.

9. Stats above 10 are allowed, but to get the bonuses for 11-13 Inhumanity is required, 14+ Zen is required.

10. Mastery in Dodge reduces area attack penalty to 20.

About point 6, you should remember the + to accumulations, both magic and ki. + 5 on those is far more powerful than the pluses on single actions.

All in all, you nerf ki users and psis, but not magic users and summoners, that are already stronger. With the rules you've made, you should at least:

-ban the advantage giving + 3 to int for spell potential
-ban magic prism that makes buying Zeon redundant
-ban natural spell
-ban half of the creation path spells, in particular create being, give powers and area of protection
-ban some other spells. Give natural powers from essence and Perfection from Nobility spring to mind
-ban predetermined magic projection and a good chunk of the rest of metamagic
-put a limit of some sort on incarnations
-exclude the possibility for summoners to "build", even vaguely, the kind of creatures they can summon, thing left completely into gm's hands

Unless, of course, you want a game in the stile of Bastard! where mystics dominate and othe kinds of characters are sidekicks.
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Lizbeth
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« Reply #58 on: July 12, 2012, 10:08:37 AM »

About point 6, you should remember the + to accumulations, both magic and ki. + 5 on those is far more powerful than the pluses on single actions.
Accumulations are actions, although passive ones, so this limitation applies to them too.

Quote
All in all, you nerf ki users and psis, but not magic users and summoners, that are already stronger. With the rules you've made, you should at least:

-ban the advantage giving + 3 to int for spell potential
-ban magic prism that makes buying Zeon redundant
-ban natural spell
-ban half of the creation path spells, in particular create being, give powers and area of protection
-ban some other spells. Give natural powers from essence and Perfection from Nobility spring to mind
-ban predetermined magic projection and a good chunk of the rest of metamagic
-put a limit of some sort on incarnations
-exclude the possibility for summoners to "build", even vaguely, the kind of creatures they can summon, thing left completely into gm's hands
I use basic Core, where increased cost due to rituals is applied to maintain too.
I don't possess Arcana Exxet (thus no metamagic or subapths until 2013).
As for Creation, I restrict it making the tutors very rare, but it relates to setting.
No one in our company is interested in Summoners, so I simply ignore them at the moment.
And at last, I think you're exaggerating my house rules. They are not that harsh so the huge list of fixes for magicians is required.

Quote
Unless, of course, you want a game in the stile of Bastard! where mystics dominate and othe kinds of characters are sidekicks.
Never had such problem in the Anima.
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Spirit_Crusher
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« Reply #59 on: July 12, 2012, 08:36:06 PM »

Ah, not using core exxet and arcana, things are a bit less extreme, but there are still some powerful combos. As in, more powerful than a non magic using character can hope to achieve with your houserules.
In particular, offensive and defensive erudition become very abusable paired with natural spell, and so does increased spiritual attribute. Perfect Target is crazily ovepowered with its +60 attack.
Acquire natural abilities is deceivingly powerful.
The Magistrate is superpowerful. As it is worded, Protection Bubble is almost godlike, but anyone would ignore
By 4th \ 6th level things start to get nasty. Really, just taking away Natural Spell solves all of these problems.

Then there are utility spells... Find + Travel by light are enough to wreck many quests, Hide Magic, Obfuscate and Concealment make stealthers redundant, The Gift of Knowledge substitutes knowledge-based freelancers, Sweet Talk erases the need for social characters...
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