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Archive for the ‘New Rules’ Category

March 5th, 2010 - 4:22 am § in New Rules

New Levelling system

In the standard 3:16 rules the PC with the highest Kills levels up automatically and the rest rolls to see which other PC levels also. Only 2 PCs can level between Missions. In AD316 Gregor introduces Tokens (Accomplishments) as an additional way to level. In the Development phase the PC with the hi[...]

January 27th, 2010 - 9:32 am § in New Rules, Variant

Hacking 3:16 into an universal fantasy game

Can 3:16 be turned into a fun universal system? There is already a SF variant, so I will focus on a Fantasy variant. Here are my thoughts so far: [...]

January 18th, 2010 - 2:05 am § in New Rules, Psionics/Magic, Variant

[Warhammer] The Book of Sigmar

Sigmar is a Warrior God, and his clergy are Warrior priests. Sigmar, in his divine all-seeing wisdom, knows that there are many unseen and supernatural evils and horrors which beset mankind, and so channels His own divine power through his chosen priests. The soldiers of the Empire, trusting in thei[...]

January 3rd, 2010 - 3:22 am § in New Rules, Variant

Adding Extra Stat(s) by Skinner’s Pigeon

Alternate title: Forgive Me, Gregor, for I have Sinned. Okay, so I love 3:16. I think it’s the bee’s knees, elbows, and spleen. But my players just aren’t getting into it with the same gusto. Fortunately, one of my players is also my wife, so I have plenty of opportunity to grill h[...]

November 23rd, 2009 - 3:53 am § in New Rules

Flashbacks Expanded

When a flashback is used, it is gone – it can never be used again. It would be nice to be able to call on an already defined flashback for a benefit, but without upsetting the game’s balance too much. [...]

November 23rd, 2009 - 3:39 am § in New Rules

Levelling

In the official rules, characters level up at a breakneck pace in small groups, but slower in large groups. Since my group won’t always have the same number of players, this may give regularly attending players too much of an advantage (they already get an advantage from their presence). So I[...]

November 23rd, 2009 - 3:19 am § in New Rules

Adjusting for one-shots by Gregor Hutton

Give Troopers a Strength each and no Weaknesses. Give the Corporal and the Sergeant a Weakness each and no Strengths. Give everyone a single Development Roll before starting play. This can be used for the usual stuff (weapon upgrade or gaining a new weapon only, since they can’t gain rank[...]

October 21st, 2009 - 6:05 am § in New Rules

2 Optional Rules: Making NFA challenges cost Threat and Failures act first

Making NFA challenges cost Threat So, our 3:16 game had this problem. Which is that the GM loved to call for NFA rolls. Sometimes, he puts consequences on NFA rolls that impacted the combat game, such as taking away a soldier’s gun. This got to be a serious problem when it resulted in our squa[...]

October 21st, 2009 - 5:07 am § in New Rules

"Boss" monster by Bailywolf

It’s kind of fiddly and I haven’t used it much in play, but I do want to protect the kittens so here you go. I call it the “Gigantic” alien special ability: The alien is very, very big and only dies if you hit it very, very hard. Assign Threat Tokens to the encounter as [...][...]

October 21st, 2009 - 4:51 am § in Equipment, New Rules

Messing with the weapon rules by Alex_P

Okay, I like 3:16 a lot. Anything I like a lot I’ll eventually end up tinkering with. Here are some ideas. The goal here is to change the feel up a bit, not to fix any kind of perceived “brokenness” — approach the rules from that perspective. I like the weapons in the book, b[...]