Sunday, May 25, 2025

Houserules for SLA Industries 2E


SLA Industries 2E does some very different things than 1E. Adopting a dice pool system where you roll a Success Die (D10) + Stat + Skill numbers to see if the roll passed (Stat only if no skill), and dice equal to skill (0-4) to see how well they succeeded if the Success Die passes, each with the same D10 + Stat + Skill numbers. With the option to buy a success if the Success Die fails, but only at lower difficulties.

A bit of a change from 1E’s process of rolling 2d10 +/-, beat 11 to pass, crits on 21+.

This system naturally has some flaws, not the least being that you can fail everything if the Success Dice fails, regardless of any number of dice being thrown. But that only really happens in bad skills or early on because you can buy a Success with enough successful skill dice. Made worse by combat having a fixed Target Number of 10 before modifiers.

Couple with most Operatives starting the game with hefty stat and skill bonuses. Most characters will never just succeed but succeed with almost a mechanically predeterminable amount of bonus effects. And if they don’t succeed, they will get a regular hit until they have a serious difficulty, they can’t spend Skill Dice successes on. Combat and skills are more varied and dynamic and mid-skill ranges than higher ranges.

I saw a few attempts at fixing this on the Discord, some using more refined versions of the S5S (the game system) from Nightfall Game’s subsequent lines Terminator and Stokerverse. So, I can’t claim any authorship for these.

 

Step one suggested would be to rejig the system so characters only roll Dice equal to the Skill value. One of those is the success dice, preferably a different colour. This was suggested to be combined with increasing the skill cap to 5, but that would mean players have a natural skill cap higher than any normal NPC.

 

With that in mind, you would need to alter the unskilled rolls, which was suggested to be roll two Success Dice without Skill being added and both need to pass.

Someone suggested that rolls of 1s should fail/subtract but that leads to the problem of OWoD, where bigger pools meant mor chances to fail rolls.

 

Without changing too much, unlike above. It was recommended that opposed rolls be systematized in Stokerverse. Rather than Fear Rolls being best of two dice and other such being one die, all rolls become (Stat+Skill+Roll) vs (Stat+Skill+6).

This will be good for static effects, but I’m not super sold on it for characters potentially not being variable in their disposition. But most NPCs are generic anyway.

 

For more in-game stuff, I would copy most of AllmightyBrandon’s House Rules and Clarifications.

This is about as up to date as it is going to be. And surely will be depreciated as more books come out. I would also liek to say that I think Frothers get a raw deal becuase while they are maniacs burning themselves out with drug addictions and violent deaths, their compulsory Drug Addict flaw runs up against SLA Indutries very harsh Drug Addiction and Long-Term Addiction rules.

They are supposed to be raised on combat drugs, but they suffer compulsory HP penalties and stat penalties like everyone else. On top of compulsory money penalties. If that was the intent, they should of had all of those listed in the Species write-up in front and incorporated in.

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