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What house rules do you use?
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<blockquote data-quote="Draegara" data-source="post: 205684" data-attributes="member: 4792"><p>I'd separate them into House Rules and Campaign Rules.</p><p></p><p>House Rules:</p><p></p><p>1: Ability Splits (similar to the 2E Skills and Powers) are allowed, not mandatory.</p><p>2: Skill Flattening (All classes get 8+Int/Knowledge bonux - but all the skills cost differing amounts with a much wider range of costs)</p><p>3: Blood Points and "Skill Points" (not quite Vitality - they are straight hitpoints, but can determine fights "to the blood" and pain thresholds)</p><p>4: Recognizing there are multiple types of subdual/fatigue points. Red Subdual are those that take conditions to remove (such as sleeping 8 hours, extra food, extra water, warm conditions, etc.) and Green Subdual are those that come back as "normal" subdual in 3E. The cleric ability to recover subdual had to be modified to take this into account.</p><p>5: Fatigue levels - similar to Combat and Tactics, there is a graded system of fatigue in combat, from spell casting, pain, etc. You hit "fatigued" and "exhausted" statuses but there are more gradations.</p><p></p><p>and (IMHO) our crowning achievement that I should publish sometime </p><p></p><p>6: Multiskills - such as perform, knowledges, wilderness lore, etc. These are the skills that do much more than one thing and a system that allows for variations chosen by the players. You can actually be better at playing a flute than singing instead of just being +9 on Perform across the board.</p><p></p><p>Campaign Rules for the Alate Campaign:</p><p>1: ONLY humans</p><p>2: Detailed Language skills</p><p>3: Cantrips as separate spells with some moving back to 1st level spells.</p><p>4: Alchemy and Herb rules in a myriad of details and consequences.</p><p>5: New Core Classes: Huntsman, Scout, Minstrel, as different versions of Ranger, Rogue, and Bard. These are closer to NPC classes, but if you can't tell from above, we like a gritty, low-level, detailed, simulationist game.</p><p></p><p>Draegara</p></blockquote><p></p>
[QUOTE="Draegara, post: 205684, member: 4792"] I'd separate them into House Rules and Campaign Rules. House Rules: 1: Ability Splits (similar to the 2E Skills and Powers) are allowed, not mandatory. 2: Skill Flattening (All classes get 8+Int/Knowledge bonux - but all the skills cost differing amounts with a much wider range of costs) 3: Blood Points and "Skill Points" (not quite Vitality - they are straight hitpoints, but can determine fights "to the blood" and pain thresholds) 4: Recognizing there are multiple types of subdual/fatigue points. Red Subdual are those that take conditions to remove (such as sleeping 8 hours, extra food, extra water, warm conditions, etc.) and Green Subdual are those that come back as "normal" subdual in 3E. The cleric ability to recover subdual had to be modified to take this into account. 5: Fatigue levels - similar to Combat and Tactics, there is a graded system of fatigue in combat, from spell casting, pain, etc. You hit "fatigued" and "exhausted" statuses but there are more gradations. and (IMHO) our crowning achievement that I should publish sometime 6: Multiskills - such as perform, knowledges, wilderness lore, etc. These are the skills that do much more than one thing and a system that allows for variations chosen by the players. You can actually be better at playing a flute than singing instead of just being +9 on Perform across the board. Campaign Rules for the Alate Campaign: 1: ONLY humans 2: Detailed Language skills 3: Cantrips as separate spells with some moving back to 1st level spells. 4: Alchemy and Herb rules in a myriad of details and consequences. 5: New Core Classes: Huntsman, Scout, Minstrel, as different versions of Ranger, Rogue, and Bard. These are closer to NPC classes, but if you can't tell from above, we like a gritty, low-level, detailed, simulationist game. Draegara [/QUOTE]
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