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Elthos ODS - Rules Expansion
Sometimes you want to add a rule that you feel will create
greater realism, better tactics, or more depth to the game in some way. Totally up to you.
Adding new rules to the Elthos ODS RPG should be simple if you follow this basic Guideline: When In Doubt Keep it Simple. I'm going to give an example of how I would add a Poison Weapons rule, and what kind of thinking I would put into it.
When you do add rules to your game, if you like them and your players like them, you might want to post your new rule(s) on Elthos RPG Forum under the ODS Rules > House Rules section. At any rate, lets take a look at how I would add a new rule to the ODS spontaneously...
Example - Adding a Poison Weapon Rule
Lets say that the Characters are in an underground cave and they find that an odd green lizard that secretes an unpleasant toxic ooze. They want to put the ooze on their arrows and blades to give themselves a poisonous advantage in their next battle. So, you notice that the ODS Rules have nothing specific to say about the application of Poison on Bladed Weapons… Darnit!!
Well, Not to worry! The Gamesmaster should be able to add a Poison Usage Rule using a little bit of brain power. Let’s think about how. In order to create the new Poison Weapons Rule the Gamesmaster might think like this: "What are the factors involved? Hmmm Poison is a form of attack. Therefore, it does damage. Since the weapon already does damage poison would add damage and so it should be a bonus damage value. However, the poison’s potency has an effect on the amount of damage since weak poisons don’t do as much as powerful poisons. Also, different poisons deliver different rates of damage over time, such as slow acting poisons, verses instantaneous-death poisons. Hmmm… I think I’ll work out three poisons based on these ideas."
The rules that the Gamesmaster might come up with could look like this:
Poisoned Weapon Attack: adds bonus damage to a weapon that its been applied to.
- Weak Slow Acting Poison: +1 Damage / Day
- Medium Slow Acting Poison: +2 Damage / Round
- Strong Fast Acting Poison: +3 Damage / Melee
If you wanted to get really involved about it you could create a poison that has a big impact the first melee and then the damage bonus lessens each melee thereafter.
- High Impact Poison: +10 Damage Melee 1, +9 in Melee 2, +8 in Melee 3, etc.
In other words, the Gamesmaster with a little brain-power, a little research perhaps, and some simple arbitration can derive a Poison Weapons Rule for a handful of different poison effects. You see it was not too difficult, and the idea can be extended to pretty much any new rules you may want or need. Just follow the pattern, and When In Doubt, Keep It Simple.
One thing, though, that I strongly recommend, is that the Gamesmaster when creating a Rules Expansion explains the new Rule to the Players where appropriate. In some cases the Gamesmaster may not want to reveal the new Rule, however. For example let’s say the GM has created our new Poison Weapons rule for a sneaky NPC that intends to use the new Poison against the Player Characters… In this case the Gamesmaster would not want to divulge the secret of its workings to the Players before they encounter it and see its effects for themselves. After all, the Player Characters would not know that the poison had taken effect until it showed itself through the course of game play, which adds to the surprise factor and the fun of the game.
But for most new Rules, and especially ones that the Player Characters would reasonably be expected to understand, new rules should be discussed and/or explained to the Players. In fact, it may be a good idea to co-create the Rule with the Players!
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