Cutesy tag








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General
ConX
RuneQuest

 

ConX Houserules

Core Rules

Background: Having got fed up explaining the difficulty and target numbers of the official rules to my players for the umpeenth time; I decided on drastic action (but how to hide the blood??). So, I took the easier option of reverting to the old standby, the original Traveller game system. Of course, it doesn't give the same chances for success and failure as the original ConX rules, but its an easy conversion, and it worked. The players were happy, I was happy; however shortly after this, the ConX publishers disbanded (coincidence??); luckily they continue under the auspices of THE GEORGE and his happy band of g-nomes.
  • Roll 2d6, add skill, add attribute modifier, add task modifiers and subtracts Difficulty numbers.
  • 8+ succeeds, 7- fails. An unmodified roll of 2 is an automatic fail, and an unmodified roll of 12 is an automatic success.
  • Luck rolls, when desired, are an unmodified 2d6 roll, scoring in the Bad Luck or Good Luck range.
  • DM is a dice modifier. They include attribute modifiers, task modifiers and Difficulty numbers from earlier versions. In later releases, a Hard test equates to a -3DM. A Variable test against a Stat means rolling, 2d6 + Stat -1d6DM.
  • Some tests may be modified by the Attribute level, 1 = -2DM, 2 = -1DM, 3 = +0DM, 4 = +1DM, 5 = +2DM.
  • All skills start at 0 level, and unless a task is particularly complex, may be attempted by an unskilled character, however, there is an additional modifier of -3.
  • A PC may rush a test, taking half the normal time, penalty is -1DM.
  • A PC may go slowly, taking twice the normal time, bonus is +1DM.
  • A PC may carry out more than one action simultaneously, incurring a penalty on these actions of -1DM per extra action (e.g. running and firing 2 handguns gives a -2DM to all 3 actions).
  • PCs may work as a team on the same test. The PC with the highest stat/skill is the ‘team leader’. (In repair/build or research projects he may not have more ‘assistants’ than he has skill levels). For each person whose stat/skill level is equal to the team leader’s, increase DM by 1. For each person whose stat/skill is less than the team leader’s, add +1DM.

By Sam Silverhawk

 
Last updated: 23 August 1999