Mister Wonderful Posted May 7 Share Posted May 7 Greetings fellow Keepers, just a quick round of ideas - what is the single most impactful or fun house rule in Call of Cthulhu that you have used or are currently using - what was/is it and how did it affect your gaming experience ? For me: we have limited the amount of luck a player can spend to no more than 10 per roll, wanting to mirror the effect of that little bit of extra luck needed to pull through or make something work while still leaving room to fail spectacularily in dire situations (or at least call for a risky pushed roll) Regards, Mister Wonderful 2 Quote Link to comment Share on other sites More sharing options...
tendentious Posted May 12 Share Posted May 12 (edited) I modified the Chase rules. 1. the slowest participant in the Chase gets 2 actions instead of 1. This makes the chase system more compatible with the Combat system, in which a character may move and attack in the same round. It also gives even the slowest participant in the chase more agency, which is just more fun for them. 2. any Chase participant who moves more than 1 space cannot also attack an opponent until that opponent has had an initiative pass. After all participants have had one initiative pass then anyone with left over actions can spend them in initiative order. This better reflects the simultaneity of the chase, preventing one participant from spending multiple actions to move and then tackling an opponent before said opponent even gets to move. Example: Jack Stetson - investigator - runs out of the hotel lobby (1 action) and across the street (1 action) to where the cultist lurks in a shadowed doorway. Although Jack has actions remaining he cannot attack the cultist as he has used more than 1 action to move, so his turn ends. The cultist flees down the street (1 action) and down an alley towards to open manhole (1 action). The cultist is out of actions. Jack can now use his remaining actions. He spends his remaining action to run to the head of the alley. The next round Jack runs up the alley to the cultist (1 action). As he has only spent one action to move, he can spend an action to attack the cultist immediately before the cultist can leap into the sewer. Edited May 12 by tendentious Quote Link to comment Share on other sites More sharing options...
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