House Rules

Hadarai
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Hadarai
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Joined: Sun Dec 01, 2019 8:32 pm

House Rules

#1 Post by Hadarai »

Alright here are a number of house rules I feel should improve the game and fix a few issues!

Character Creation
Stealing some ideas from 4th edition characters have a chance to gain some bonus xp at character creation!

Randomly rolling for your character's race on the table below will allow you to gain 25xp.
Human: 1-89 Halfling: 90-93 Dwarf: 94-97 Gnome: 98 Elf: 99-100

You may also gain bonus xp while determining characteristics.
Roll straight down and keep will award 50xp
Calling for Shallya's mercy to take the average (11) on two of your rolls will award 25xp
Roll and rearrange will award 0xp

After choosing your class you may gain bonus xp in the following way.
Randomly rolling and keeping your first career will award 50xp
Rolling an additional 2 times and choosing between the 3 will award 25xp
You may also forfeit any bonus xp by simply choosing a career

Stats
Strength and Toughness have been converted to percentages just like all other stats with a +1 Advance scheme becoming +10 (two 5 pt advances) and are rolled for with 2d10+Racial Bonus.

Strength and Toughness calculations for combat are made with each stats "bonus" instead. The bonus of each stat is the "tens" digit of the stat (e.g. a character with a Strength of 34 has a Strength Bonus of 3, while one with a score of 55 has a bonus of 5.)

Strength: Humans, Elves, Dwarfs, and Gnomes roll 2d10+20. Halflings roll 2d10+10
Toughness:Dwarfs roll 2d10+30. Humans and Elves roll 2d10+20. Gnomes and Halflings roll 2d10+10

Elves Initiative bonus will be lowered to 2d10+40 rather than +50. As a result they only need a Initiative of 50 or higher to take a career in the Rogue Class.

Fortune Points
We will also be using Fortune Points along with Fate Points.

Fortune Points can be used to reroll any one roll that your character makes, you must accept the new roll and you may only use one fortune point per roll.
A character gains a number of Fortune points equal to their starting Fate points and regains spent Fortune at the start of every adventure or if enough time has passed in game (about 2 weeks or more.)

Corruption
Instead of Insanity Points we'll be using Corruption Points instead.

Corruption is gained and used much in the same way as Insanity Points were except now you will test for Mutations as well as Mental Disorders!

You may also voluntarily gain Corruption to ask for a "Dark Favor" from the Chaos Gods in order to reroll any roll your character has made. You may reroll as many times as you wish! How far are you willing to risk your soul for success?

Instead of the limit of 6 Insanity points, characters now must test against Cl when their Corruption exceeds their Toughness+Willpower Bonus (TB+WPB). If the test is passed nothing happens and you're safe until you gain another point of Corruption and must test again. If the test is failed you lose a number of Corruption equal to your Willpower Bonus and then roll whether your character's mind or body mutates!

Humans: 1-50 Body/51-100 Mind

Other Races: 1-10 Body/11-100 Mind

Corruption Limits
A soul can only withstand so much corruption before it collapses upon itself, leaving a mutated, gibbering mess. Should you survive long enough to gain more mutations than your Toughness Bonus, or more mental corruptions than your Willpower Bonus, you have fallen to Chaos, your soul is completely lost to the uncaring Chaos Gods. At this point, it’s time to create a new character. Your current one is now damned.

Skill Training
By spending 100 EPs, a player can choose to train in any skill they possess, which provides them with +5% bonus when using that skill. They may continue to increase their skills in this way, adding a maximum of +20% to any single skill. Most skills can receive this training
...

For some skills, each +5% bonus provides an additional benefit, noted below:

Acrobatics: Add +1yard and +1 to damage rolls, for each +5% bonus
Acute Hearing: +1 yard sounds may be heard, for each +5% bonus
Animal Training: Reduce training times by 1 week per +5% bonus (min 1 week)

To stop things getting a little out of hand, the Gm may decide to put a limit of +30% from skills bonuses, when making a test. This includes the bonuses gained from the original skill, and from multiply skills if they apply. So if a character with Comedian (+15%) and Acting (+5%) was making a Gossip test, which benefit from both these skills, they would only add +30%, rather than +50% (Comedian provides a +15%, plus 15% for skill training, while Acting adds another +15% plus 5% for skill training.


Magic
Spell acquisition is extremely expensive at higher levels so instead all spells will be a flat 100 ep cost with 200 ep as the specialization cost at all levels
Spell Mastery (learning spells more than once to gain some bonus, such as casting without a component, or for reduced Magic Point cost, etc.)

Combat

Naked Dwarf Syndrome Fix
Creatures gain bonuses on S and WS if attackers outnumber a foe more than 2:1 (+1/+10 for each up to six). (Of course this rule doesn't apply to really powerful creatures, such as Arch Daemons or the like.)

Initiative will be handled by rolling 1d6+Initiative Bonus

We will also be using the Weapon Modifier Optional Rules listed below.

Image

* Spears and halberds receive a +10 I bonus during the first round of combat and during subsequent rounds if the user is winning. If their opponent is mounted, they receive a +20 I bonus during the first round of combat and subsequent rounds if winning.

** Against aerial combatants only.

*** The lance is only fully effective when mounted and charging. In all other circumstances, the butt end of the lance is used with the same effect as a Hand Weapon.

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