I've worked on my house rules for a long time, changed them, added to them, removed from them. I have a few basic rules when considering house rules
- Simplicity. Rules should be light and not make the game cumbersome
- The rules should change something significant. If it's just minor tweaks, then in most cases the rule isn't really needed. Keep the number of house rules to a minimum.
- The rules should be consistent with the core rules in terms of mechanics
Now quite some time has passed since last time I changed my rules and this time significant changes has been made. I removed some old rules entirely because they just didn't have the intended effect.
I had an old rule that allowed players to use assist to parry/block an attack at another player. Initially I meant to give more team play options. After reading the article in LF7 about different action cards however I started thinking about it and went through all cards and considered their use. It seemed that rather than introducing more team play options I had removed them by making some of the cards that promotes teamplay less desirable. Thus I removed this rules and instead use the core rule about assisting. There are many cards that allow players to add to each others defence.
I also had an old rule that only allowed one fortune die to be bought for characteristics. I removed this and simply rules that there are no fortune dice for caracteristics. They aren't really needed and dice pools are big enough without.
One of my players bought a blunderbuss. He's a master archer and the way he used sniper shot with his blunderbuss just felt wrong... and the player agreed. I created a rule with one purpose. I wanted to make the blunderbuss a sort of newbie weapon that was easy to use, but that a master of ballistic skill wouldn't benefit a lot from. I also wanted to keep the rules simple and allowing more than one target to be hit without allowing entire engagements to be hit by one shot. The new rule actually inspired the player to use the easy rule of just adding one challenge die for each extra shot instead rolling the entire dice pool for rapid shot as well. It works pretty well and is much faster.
I had limited the creation points but went back to the core rule points, because our chaos star rule actually gives us all the balance we need for skill checks. Having less points actually promotes more specialized characters instead of well rounded characters, so the rule didn't really have the intended effect.
But what I really want here is some feedback, suggestions or just opinions. I've posted my house rules before and this community is a very valuable resource and I have found a lot of inspiration here both for house rules and my campaign. When we're done with TTT we will be starting on The Gathering Storm, or a slight modification of it where Edge of Night and Horror in Hugeldal are connected to the main story. I have read through the campaign and scenarios and I love them. There is so much room for creating an epic campaign and I really enjoy putting the campaign together based on those books. I just really want to have our house rules done before that, so hopefully we can play the entire campaign without changing anything
Gallows House Rules
- Skills cost a number of advancements equal to their new rank.
- Stat fortune dice have been removed from the game.
- Rat Catcher career characteristics: Changed to Toughness and Fellowship.
- Reading the Challenge Die: Chaos star = chaos star + 2 challenges + roll one extra Challenge Die.
- Outside of combat players may only add Characteristic dice to their dice pool. At GM discretion one Stance Die may be added if the player explains why.
- Bright wizards may add +1 damage for every extra power they spend on a spell.
- When using a social action card the active characteristic counts as being one higher.
- All ranged attacks except when using pistols get +1 challenge die if engaged by an enemy.
- Rapid Fire and Double Strike balancing: Recharge of double strike is 2. Maximum number of attacks with rapid fire is 3.
- Risking against recharge: A player can use an action before it has recharged, but must add one misfortune die for each recharge token on the card. If he is in a different stance than the side currently showing on the card, then he must add one additional misfortune die and then flip over the card. If the action succeeds additional recharge tokens equal to the cards normal recharge is placed on the card. If the action fails he suffers one fatigue or stress. This rule cannot be used with Active Defense actions.
- Critical wounds can't be soaked. If someone with 11 soak receives 7 wounds and two of those are critical, the resulting damage will be one normal wound and two critical wounds. Critical wounds are always drawn as extra wounds and not just converted from wounds already dealt. For each success over the highest success line (or 3 successes whichever is higher), the action inflicts +1 damage per success, up to a maximum amount equal to the level of training in the relevant skill.
- Surprised in combat: Getting the drop on someone in combat lets you add 2 fortune dice to the initiative check. In addition the ambusher adds 2 fortune dice to attack rolls in the first round and ignores defense and soak values of any surprised targets in the first round of combat.
- Medium armor adds one misfortune die to all Athletics, Coordination and stealth checks. Heavy armor adds two misfortune dice to all Athletics, Coordination and stealth checks.
- Rest & Recovery: If you get assistance to your recovery check from someone with first aid trained, you add one fortune die to the recovery roll pool for each rank they have trained in first aid. If you get assistance from someone with Medicine trained you may add one expertise die to your recovery check dice pool, and if the assisting player has 3 ranks trained in medicine you may add one additional expertise die. This means no more rolling for first aid when recovering. Just roll the recovery check with the bonus dice.
- Perfect roll: If a player rolls at least 6 successes, 2 boons and a Sigmars Comet he has the option to create a spectacular result. In combat this allows him to instantly kill most NPCs or in the case of special NPCs create some other effect like disarming, or giving the NPC a negative condition for the remainder of the encounter (in addition to the normal damage dealt). It also allows him to apply the full damage of the attack on another NPC in the same engagement, if he managed to kill the original target. Be creative with this, but the GM has to approve. In relation to other actions and skill checks that aren't damage attacks the player has more freedom to come up with a spectacular result... GM approval needed of course. This option is only open to players... not NPCs.
- All black powder weapons take one action to reload. All black powder weapons have an extra +1 pierce (except blunderbuss).
- Blunderbuss mechanic: A player can fire the blunderbuss at a 0d difficulty, the damage done is to the first target. Then a challenge die is added and if it is still a hit, another target in the engagement is hit. This continues until a shot misses. There is just one roll and every extra target is simply resolved by adding a challenge die to the pool already rolled. The blunderbuss always uses the basic ranged shot action card and no other action cards can be used with the blunderbuss. The blunderbuss being such a silly weapon, doesn't allow for perfect rolls to have any special effect.
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Fortune Points: Spending one fortune point allows you to do one of the following:
? Reroll one expertise die
? Reroll one misfortune die
? Add one fortune die to the dice pool after the dice pool has been rolled.
? Reroll a dice pool when using a healing potion.
? Remove a recharge token from any recharging action card or talent card.
? Player gets some narrative control. Perhaps that blunderbuss he just found is already reloaded. Perhaps that merchant has some medicine in his wagon etc. GM approves of course. - Dwarf honour rules: If a dwarf acts dishonourably (by dwarf standards) he will be forced to change to the slayer career and spend the experience points required.
- GM A/C/E: NPCs have a base A/C/E pool based on the best combination pool among all NPCs, but one is added to each of A/C/E for every extra NPC in the encounter. All A/C/E is added together to one pool, but no NPC can ever use more from each than his maximum starting value in either A/C/E. At the end of every round the GM adds one to each pool.
- GM NPC Expertise usage: Using expertise allows a NPC to add a challenge die to a players pool as defense.
- GM NPC Cunning usage: Using cunning allows NPCs to momentarily change their stance to exchange more dice for stance dice.
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GM NPC fatigue/stress: NPCs can remove one from either of the A/C/E pool for every stress/fatigue they suffer instead of taking a wound. This can be used to take one additional maneuver as well.