House rules

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drpete
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House rules

#1 Post by drpete »

Literacy - Few people in the wilderlands are able to read. To reflect this, the following is in effect. Normally, intelligence 9+ is literate, but here, only those with intelligence 12+ are literate by default unless they have a class or proficiency suggesting formal education. Others may spend a proficiency slot to become literate in one language of their choice. The read languages skill functions normally.

Companionship - man does not live on bread alone. Extended periods without companionship will have an effect on your demeanor. If you go more than 5 Weeks without companionship, your attitude starts to turn sour, and you will receive penalties on relevant rolls (like diplomacy) that will progressively worsen. This doesn't apply to those with appropriate religious vows, etc, but it will apply to henchmen and mercenaries.

Encumbrance limitations and movement rules are in effect.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House rules

#2 Post by drpete »

High quality weapons and armor

Just to throw an interesting wrinkle into the mix... I'd forgotten about this house rule from the autarch page...

Items of fine craftsmanship can be acquired from expert craftsmen.

Weapons:
Multiply the base cost by 10 for +1 to hit or Multiply the base cost by 10 for +1 to damage

Armor:
Multiply the base cost by 10 for +1 AC orMultiply the base cost by 10 for -1 encumbrance.

You may select both options for x100.

This provides something comparable to magic for a fraction of the cost.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Rodriguez
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Re: House rules

#3 Post by Rodriguez »

Shields cant be improved in that manner right?


Edit: Actually it wouldn't make sense if shields wouldn't work. The drawbacks stay the same.

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drpete
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Re: House rules

#4 Post by drpete »

XP reserve

Characters have an XP reserve equal to half of their current XP plus 90% of gold spent frivolously. This will include living it up in town, companionship, etc, as well as other things characters think of to spend money on that doesn't directly help them.

Replacement characters will otherwise be created with the adventurer rules, with starting gold equal to 80% of their XP total.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

granger44
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Re: House rules

#5 Post by granger44 »

Wanted to move this from the "seeking replacements" thread to somewhere within the game forums since I went looking for it last night.

Rations have encumbrance one stone per week, or 1 item per day. A waterskin has water for one day, and weighs one stone, full.

Tents:
Small (2 man), 3 gp, 2 stone
Large (8 man), 20 gp, 16 stone

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drpete
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Re: House rules

#6 Post by drpete »

Cool, thanks.

If you want more choices for gear, you can look at the wretched catalog of gear, available as a free download from the usual pdf sources. You'll probably all need some kind of camp gear. For a group this size, you can assume 3 gp and 1 stone will cover all the other basics (hatchets, cooking gear, mess kit, a shovel, trowel, twine, etc). Between you, you would then have all that kind of stuff.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House rules

#7 Post by drpete »

Weather and exposure

Weather consists of a condition, precipitation, and wind.

Conditions, time active, time passive
Warm, unlimited, unlimited
Cool, unlimited, con x 2 hrs
Cold, con hrs, con/2 hrs
Freezing, con/2 hrs, con/4 hrs
Deathly, con/4 hrs, con/6 hrs
These represent the time you can operate under these conditions until taking damage.

Rain will reduce the condition by one, as will high winds.
Being soaked will cause you to experience the weather as one category worse. You need a change of clothes and an hour by the fire.



Improvised shelter, fire, and heavy blankets will cause you to experience the weather as one category better, each.
Tents or wooden buildings improve conditions by two.
Stone buildings or caves improve conditions by three.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House rules

#8 Post by drpete »

Reputation Rules:

We'll use a version of the Autarch reputation rules to simulate your fame or infamy, should it arise.

For this tier of play, gaining a level in a place makes you "well known" in the local area, and people may have heard of you somewhat further away. I'll keep the precise details sketchy, but your name would travel a bit. Your fame will only have mechanical effects in the immediate area (village and its surrounding farmsteads until you get to much higher levels) where you'll get a +1/-1 to reaction rolls as appropriate to your alignment and any details of your exploits that seem appropriate. You are welcome to come up with some "reputation" for yourself back home that might have filtered out here in case you get recognized.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: House rules

#9 Post by drpete »

Weekly Upkeep

In cities, there are four kinds of upkeep needed. In each, you can (supplies allowing) maintain yourself at various different "levels" from 1-6, with 1 being low, 3 average, and 6 very high. The categories are: Living Quarters, Food, Clothing, Companionship.

Living quarters can be inns with room and board, room only, or house rental. Quality level will determine things like if it has rats and bugs, chances of being robbed, etc.

Food level will be mostly cosmetic, but could impact things like recovery from starvation/scurvy, etc.

Companionship at low levels carries with it a chance of contracting a disease. Lack of companionship reduces morale.

Clothing upkeep has an impact on how well you present yourself.

If you maintain all of these at at least level 3, you will be looked on as "artisan" class. Below this, you are a plebian, a commoner. If you maintain all of these at at least level 4, you will be living more or less as a noble. You will get a bonus/penalty to reaction rolls in town based on how well you live.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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