I have a few house rules that I've been using for the Crown of Command space that a think clear up a few problems. Just wanted to see what you guys think.
1. When on the crown of command you cannot take an object through battle or psychic combat. Instead you may choose to destroy one object your target possesses.
Explanation: I use this rule to keep two players from constantly switching a powerful item (Holy Lance, Armor, ect.) back and forth. I've seen this drag out many end games. This house rule can also cause two powerful characters on the crown of command to weaken each other allowing late comers a chance of winning the game.
2. If you have no chance of defeating a character that also occupies the crown of command in battle or psychic combat you may instead call upon the dark powers. Roll a die, you may not use fate on this roll.
1-3 : Lose a life
4-5 : Ignored
6 : The chosen target loses a life (The target of this roll must be a character that you could not otherwise defeat in battle or psychic combat)
Explanation: This one is pretty obvious. There are many times where a character on the crown of command cannot effect the other and the game ends in an anticlimactic forfeit.
I've also toyed with the idea that any character may choose to use psychic combat while on the crown of command. I've seen magic/craft characters with very high craft get slaughtered on the crown of command by other characters with relatively low strength. I'm not sure about this rule as it would change the balance of the game and I have yet to test it.
*Edit: Changed "I've seen wizards with very high craft" to "I've seen magic/craft characters with very high craft"
Craft in psychic.
? Powerful, sure chars at Crown normally are. Elegantly developed? Sorry, sound way to prissy for me
. Especially if we're talking about the Hul... er Troll.
unlucky me