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80921 Posts in 5765 Topics- by 8306 Members - Latest Member: sugarjudo2

June 19, 2013, 03:30:22 AM
The Official Anima ForumsAnima - Role Playing GameFan-madePost your houserules for Anima
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Author Topic: Post your houserules for Anima  (Read 9280 times)
Heart of the Tiger
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« Reply #15 on: November 01, 2011, 11:29:51 PM »

Our GM also allows us to change existing ki techniques. With limits of course, a +100 initiative technique can't become a 150 damage +technique, but it can become a +150 initiative technique.
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Spirit_Crusher
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« Reply #16 on: November 02, 2011, 07:50:01 AM »

Our GM also allows us to change existing ki techniques. With limits of course, a +100 initiative technique can't become a 150 damage +technique, but it can become a +150 initiative technique.

Oh right! I allow this too!
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Sharpandpointies
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« Reply #17 on: November 02, 2011, 01:46:37 PM »

I have 4-5 hour game sessions that go through between 1 hour to 2 months of in-game time. I have my characters have at least 2-3 weeks off after each adventure. Due to this time I keep the time for learning martial arts and spells, but it does not take any time in-session. I deal with that between sessions during the characters "normal" lives (one is a blacksmith, another is a court jester, during down time). As long as you have enough down time it works...otherwise it does not.

See, that works and I totally get using the training times. 

For my game, not so much (as in, not at all...). 

It's a matter of styles of play.  :)
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Also the problem is that every time someone pulls such a combo he gets killed by some kind of Lazarus or such.

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Maelstrom
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« Reply #18 on: November 02, 2011, 08:55:56 PM »

Somewhat newb to Anima, but the one house rule I can think of that I have implemented was allowing Open Rolls & Fumbles when it comes to resistance to checks.
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I might be new to Anima The RPG, but not to roleplaying games in general. I've played Palladium Books, D20 Modern/Future most recently.

My personal RPG forums: http://maelstrom.thedeificnmi.com
Xamusel
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« Reply #19 on: November 04, 2011, 09:26:55 AM »

Okay, my idea for a house rule so far was that Thieves start off with Lock Pick as an Innate Bonus, at least after that was suggested to me by an aspiring player.

Any class-related house rules that would like to be shared?
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Heart of the Tiger
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« Reply #20 on: November 07, 2011, 02:19:30 AM »

Our GM recently gave fighters and prowlers more MK:

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.
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Lia Valenth
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« Reply #21 on: November 07, 2011, 07:12:44 AM »

I have a lot of house rules, don't want to bore people with them, but here is one that changes classes a bit:

Martial Arts and Modules: A character may spend an additional percentage of their DP on Martial Arts and Modules depending on their classes’ archetype.
A character with the Fighter or Novel archetype may spend 10% DP in addition to their Combat Primary.
A character with the half-Fighter or Prowler archetype may spend 5% DP in addition to their Combat Primary. (This does include Fighter/Prowler archetypes).
Special: The Technician and Weapon Master can spend 5% DP in addition to their Combat Primary.
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Maelstrom
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« Reply #22 on: November 07, 2011, 09:18:23 AM »

I have a lot of house rules, don't want to bore people with them, but here is one that changes classes a bit:
Please bore us! Dont hold back.
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I might be new to Anima The RPG, but not to roleplaying games in general. I've played Palladium Books, D20 Modern/Future most recently.

My personal RPG forums: http://maelstrom.thedeificnmi.com
Seizui
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« Reply #23 on: November 07, 2011, 11:47:42 AM »

Hahaha oh god.

Boomerangs:Catching the boomerang requires an 80.

Granted, that's pretty much my feeling as someone who uses a boomerang(since the 120 difficulty makes me roll my eyes due to it not only being a weak weapon(understandable, in fact, I like), but yeah, feel penalized for choosing boomerangs, which makes being a user not fun.
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wizuriel
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« Reply #24 on: November 17, 2011, 10:46:57 AM »

Nephilim
-Nephilim cost their experience penalty * 10 DP instead of losing XP every session. Example to play a Sylvain Nephilim will cost 40dp. The DP doesn't fall under any category in terms of DP limitations

LP
-LP multiple: You gain your con modifier or con score which ever is better.

Skills
-New skill: Sense Motive. Falls under Social and uses perception. Used to detect false hoods.
-Streewise in addition to its normal affects works a bit like bardic knowledge from D&D [Just knowing random stories and finding local rumours)
-Trading is part of appraise
-Law is part of history
-Etiquette is part of style
-Tactics is part of leadership

Magic
-You can take magic advantages without the gift if your a mystic or hybrid mystic class (man did that rule really annoy my summoner)

Combat
Positioning
-I use a Hex grid, players threaten the 3 hexes in front of their hex (certain weapons I let threaten more hexes, don't have a list at the moment though)
-Flanking works like in D&D. To get the flank bonus you need someone opposite your target (though can still get the bonus using acrobatics or through fleeing attacks ect).
-To get a rear attack bonus you must either start your activation in your opponents rear arc or be attacking them from stealth (or through acrobatics ect).

Ranged Combat
-Shooting/projecting into combat is a -30 penalty. Depending on the LOS defender might get a cover bonus. If the defender would get a counter attack you risk hitting the other person in combat (they make a defense roll against your attack roll to see if you hit them instead).

Defense
-You can use a mundane shield or weapon that acts a shield to cover other people (see page 93). Regardless if you succeed or not to block an attack directed against someone else, if you make the attempt it counts as a additional defense roll for you.

Acrobatics in Combat
-all DC's cut in half
-If you still have the right to act and an opponent in a square you threaten tries to leave that space you can attempt a passive attack roll to prevent them from moving. If you can still make active attacks you can choose (before rolling the dice) to make an active attack instead and do damage if you beat their Acrobatics roll.

Mounted combat
-Need ride 40+ to ride a mount in combat
-To dodge on a mount you roll a ride check. If you pass an easy check you add half your ride skill on to your mounts dodge to defend from the attack. For every difficulty level beyond easy add an additional 10% bonus.
-If your mount is attacked you need to make a ride check greater than damage * 2 to remain in control of your mount
-Blocking on a mount follows normal rules
-Attack from a mount follows normal rules


New advantages
-Weapon Fu: 2CP You can fully use a weapon with your chosen form of martial arts. See Dominus Exxet pg 43 for list of supported weapons
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VoidKnight
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« Reply #25 on: November 22, 2011, 03:22:47 PM »

How do you guys rule specialization for secondary abilities?

I somehow missed the part about a negative to everything except the specialization. So far my players have just been getting +40 in their spec and the normal amount for everything else in that field.

A -40 penalty seems a bit excessive, I would rule it down to a -20.
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Arikail
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« Reply #26 on: November 23, 2011, 07:00:34 AM »

Crossbows: Crossbows use a Base Attack value of 50 or the user's normal value, whichever is higher.

This is in answer to someone's comment about the primary advantage of crossbows being their ease of use, which is not reflected in Anima currently. Now a wizard can carry a crossbow and still have a reasonable chance to hit basic enemies. It loses it's capability as you go against creatures with higher Defense values, since the 50 doesn't scale with level. I thought I'd rather not give an automatic +5 Attack per level to any class for using this one weapon. And going with a die roll, instead of a Determined Attack, means that you can still roll a fumble or an open roll up.
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« Reply #27 on: November 29, 2011, 11:14:42 AM »

Crossbows: Crossbows use a Base Attack value of 50 or the user's normal value, whichever is higher.

This is in answer to someone's comment about the primary advantage of crossbows being their ease of use, which is not reflected in Anima currently. Now a wizard can carry a crossbow and still have a reasonable chance to hit basic enemies. It loses it's capability as you go against creatures with higher Defense values, since the 50 doesn't scale with level. I thought I'd rather not give an automatic +5 Attack per level to any class for using this one weapon. And going with a die roll, instead of a Determined Attack, means that you can still roll a fumble or an open roll up.
I think you're taking a bit more than there's reason for in what they term 'ease of use' for a crossbow.
 
The advantage for crossbows is they can be used without the training to pull, hold, and aim that you have with a bow.  Building the muscles to use an effective combat bow takes a lot of effort, while the crossbow can be used with a pull hook or cranequin if necessasy.  Only the lack of a need to draw and hold the crossbow while aiming makes them easier.  Aiming is still difficult, you simply dodge the strength training to get people to the point they can draw a functional combat bow. 
 
The inherent accuracy for crossbows was actually less than for bows, because it could take too much effort to make the crossbow so it held the bolt steady on the rail.  They made up for it by being able to field more crossowmen from levies than they could field bowmen with training.  You lost overall accuracy, but gained volume of fire to make up for it.  That's what made the corossbow an easy weapon to use.
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Arikail
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« Reply #28 on: December 02, 2011, 07:15:51 AM »

I think you're taking a bit more than there's reason for in what they term 'ease of use' for a crossbow.
 
The advantage for crossbows is they can be used without the training to pull, hold, and aim that you have with a bow.  Building the muscles to use an effective combat bow takes a lot of effort, while the crossbow can be used with a pull hook or cranequin if necessasy.  Only the lack of a need to draw and hold the crossbow while aiming makes them easier.  Aiming is still difficult, you simply dodge the strength training to get people to the point they can draw a functional combat bow. 
 
The inherent accuracy for crossbows was actually less than for bows, because it could take too much effort to make the crossbow so it held the bolt steady on the rail.  They made up for it by being able to field more crossowmen from levies than they could field bowmen with training.  You lost overall accuracy, but gained volume of fire to make up for it.  That's what made the corossbow an easy weapon to use.

I can see that. Had posted it here more as an idea I had it come up in game. So far it hasn't, and I doubt that it will. Thanks for the clarification, Gimp. If it is implemented, I'll have to think about it some more.
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Gimp
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« Reply #29 on: December 02, 2011, 08:11:14 AM »

I think you're taking a bit more than there's reason for in what they term 'ease of use' for a crossbow.
 
The advantage for crossbows is they can be used without the training to pull, hold, and aim that you have with a bow.  Building the muscles to use an effective combat bow takes a lot of effort, while the crossbow can be used with a pull hook or cranequin if necessasy.  Only the lack of a need to draw and hold the crossbow while aiming makes them easier.  Aiming is still difficult, you simply dodge the strength training to get people to the point they can draw a functional combat bow. 
 
The inherent accuracy for crossbows was actually less than for bows, because it could take too much effort to make the crossbow so it held the bolt steady on the rail.  They made up for it by being able to field more crossowmen from levies than they could field bowmen with training.  You lost overall accuracy, but gained volume of fire to make up for it.  That's what made the corossbow an easy weapon to use.

I can see that. Had posted it here more as an idea I had it come up in game. So far it hasn't, and I doubt that it will. Thanks for the clarification, Gimp. If it is implemented, I'll have to think about it some more.
You could try making crossbows easier to learn by treating them as Two-Handed/Projectile weapons.  That would mean characters could learn them easier as Mixed-Class weapons if they already knew how to use two-handed weapons.  That could give a savings on DP because they wouldn't have to spend the full 50 DP for Projectile Weapons.
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