Difference between revisions of "House Rules"

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* Gaining Advantage on the check by paying the Action Point before the roll.
* Gaining Advantage on the check by paying the Action Point before the roll.
* Re-rolling all dice rolled on the check (i.e., including Advantage and Disadvantage dice) by paying the Action Point after the roll. Use the preferred result.
* Re-rolling all dice rolled on the check (i.e., including Advantage and Disadvantage dice) by paying the Action Point after the roll. Use the preferred result.
==Fallbacks==
A clunky mechanic that rarely makes sense and doesn't quite fit with the tone of Shadowrun. Dropped in favor of allowing rerolls with Related Skills.

Revision as of 16:28, 6 July 2017

Knocks

The GM may give a player a Knock as the consequence of a Cost on their roll. A Knock is similar to the one-use negative aspects from FATE and, as with a negative aspect, should be described as an element of the scene that may serve as an impediment. The Knock may be redeemed by the GM on any appropriate roll by any player in that scene.

Tricks

In general, Tricks should provide narrative benefits beyond basic success on some kind of roll, with an impact generally equivalent to the Bonus received when rolling a 6.

Related Skills

If a character has a Skill related to an attempted action that they are not rolling for that action, this Related Skill may be incorporated in two different ways, either of which costs an Action Point:

  • Gaining Advantage on the check by paying the Action Point before the roll.
  • Re-rolling all dice rolled on the check (i.e., including Advantage and Disadvantage dice) by paying the Action Point after the roll. Use the preferred result.

Fallbacks

A clunky mechanic that rarely makes sense and doesn't quite fit with the tone of Shadowrun. Dropped in favor of allowing rerolls with Related Skills.