I'm running a Midnight game and posted the House Rules on my Story Hour, not even realizing that EnWorld had a House Rules forum.
So here they are and if anyone has any insights about how these rules worked in their games, please let me know. Also if you care to take a look at the Story Hour where these rules are put into effect, please do:
House Rules
Double 20 Instant Kill Rule - I want combat to always have that danger. Even a dagger should be feared. Every arrow is a possible death. See the 3.0 DMG, page 64, Variant: Instant Kill
In the world of Midnight, I think that kind of un-romantic arrow to the throat in the midst of combat works. The players are aware that they can die fast and furious and I've asked them to just keep a secondary character concept in their minds just in case.
DM Keeps Hit Points Rule - In the Unknown Armies game I played in I was always interested in the way the game pretty much used a hit point system for a modern horror game.
The DM kept track of hit points and didn't tell you how many points you were hit for, he just described the hit and the effect it had on your body.
In a fantasy game it would keep the players afraid of the edge of the knife, not the piddly 1d4 of a knife's damage.
I'm not sure how well it is working since in the intro one of the players threw a knife at the other play but it works well in theory, in my mind.
Levels - I don't plan on using CR's and all that but will probably just give the players a set number of XP per game. I want levels to advance at a fairly brisk pace, Midnight is a world that demands the heroes grow strong or die .
I seem to remember their being a set XP per game rule in Star Wars. I will probably look that over before making any definite house rulings. Maybe Monte Cook's Arcana Unearthed will have something interesting to swipe regarding experience points.
No Alignment - Detect Evil will be Detect Shadow more like the L5R Detect Taint, detecting a direct link to Shadow. If the players did a Detect Shadow on a cultist who worshipped a Demon not related to Izrador, then I would describe a different darkness than the one they are used to.
So here they are and if anyone has any insights about how these rules worked in their games, please let me know. Also if you care to take a look at the Story Hour where these rules are put into effect, please do:
House Rules
Double 20 Instant Kill Rule - I want combat to always have that danger. Even a dagger should be feared. Every arrow is a possible death. See the 3.0 DMG, page 64, Variant: Instant Kill
In the world of Midnight, I think that kind of un-romantic arrow to the throat in the midst of combat works. The players are aware that they can die fast and furious and I've asked them to just keep a secondary character concept in their minds just in case.
DM Keeps Hit Points Rule - In the Unknown Armies game I played in I was always interested in the way the game pretty much used a hit point system for a modern horror game.
The DM kept track of hit points and didn't tell you how many points you were hit for, he just described the hit and the effect it had on your body.
In a fantasy game it would keep the players afraid of the edge of the knife, not the piddly 1d4 of a knife's damage.
I'm not sure how well it is working since in the intro one of the players threw a knife at the other play but it works well in theory, in my mind.
Levels - I don't plan on using CR's and all that but will probably just give the players a set number of XP per game. I want levels to advance at a fairly brisk pace, Midnight is a world that demands the heroes grow strong or die .
I seem to remember their being a set XP per game rule in Star Wars. I will probably look that over before making any definite house rulings. Maybe Monte Cook's Arcana Unearthed will have something interesting to swipe regarding experience points.
No Alignment - Detect Evil will be Detect Shadow more like the L5R Detect Taint, detecting a direct link to Shadow. If the players did a Detect Shadow on a cultist who worshipped a Demon not related to Izrador, then I would describe a different darkness than the one they are used to.