I was starting a quick test and I had some thoughts about some house rules I might be adding to this setting and maybe a a couple of the others. I'm going to test them out and make some final decisions.
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1) Adding Attack of Opportunity to close combat. Something still doesn't feel right to me about characters just moving in and out of threatened spaces. Years of D&D programming I guess.
With that, I would add a Disengage to actions allow movement out of close combat but without allowing the disengager to attack. I'm thinking I might allow an opposed Acrobatics or Stealth check against Perception or Insight, whichever is better, to avoid. The Stealth option would only really make sense in mass combat situations, though. I'm thinking I'd allow a perception check to notice opponent moving into close combat range if engaged with other opponent for another AOO. This would be for the fighting game setting and my fantasy setting. Maaaaaybe main setting but it's 50-50 at best.
2) Reducing range to 10/25/50 for all ranged effects instead of 25/50/100. Extended range extra would be full 1 pt per rank. That's only for this fighting game setting. Who needs range when you should only be a "screen" apart?
3) This a for sure addition to all settings. Add Force Reroll option to Hero Point usage. I love the Advantage rule in 5E so I'm going to use a variation of it here.
4) This is minor, but there's going to be an option Can take a 1 pf Flaw on first rank of Flight to move at 30 fpr/4 mph. This is mainly driven by the slow Flight speed of D&D type creatures, but you don't need a ton of flight speed in the fighting game world either.
Me fail English? That's unpossible. - Ralph Wiggum