Commonly used house rules
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fenriswolf
- Skobbit
- Posts: 6
- Joined: Mon Aug 09, 2010 7:00 am
Commonly used house rules
I'm a newly appointed CK and I will be kicking off a new campaign this weekend using the Umbrage Saga box set. Since I am new to C&C and so are my players, I plan on using the game with rules as written to begin with. With that said, I was wondering if there were some commonly used house rules that a lot of you CKs use so I can keep those in mind as we play the game for the first time.
Welcome to the crusade!!!
have fun!
I was going to say search for "house rules" but when I did, the threads I was thinking of didn't come up. odd
To answer you, i think some of the more common ones are:
rolling stats: 4d6 each, drop lowest, or reroll any 1s... a thousand varieties of stat rolling...
Max HP at 1st level
any d20 roll, 1 = fail in some spectacular way, 20 = great success; example: roll to knock over a statue, roll a 1, pull a muscle, 1d3 damage and can't act for 1d3 rounds as your character's back spasms horribly... roll a 20 and not only is it knocked over, it crushes half your enemies and the others flee in terror.
on an attack roll, 1 = drop weapon or fall or slip or something, 20 = critical hit, usually double damage, but I prefer max damage for the die, plus the roll (add str modifier once only) (( or whatever, it's your houserule))
I think those are the mos tcommon, max HP at 1st, 1's and 20's.
then homemade classes, Feats from d20 (which you don't need b/c of the siege engine), skill systems (also don't need) and probably ... 77 other things..
sorry rambling answer,
edit: This might help...
http://www.freeyabb.com/trolllordgames/ ... llordgames
have fun!
I was going to say search for "house rules" but when I did, the threads I was thinking of didn't come up. odd
To answer you, i think some of the more common ones are:
rolling stats: 4d6 each, drop lowest, or reroll any 1s... a thousand varieties of stat rolling...
Max HP at 1st level
any d20 roll, 1 = fail in some spectacular way, 20 = great success; example: roll to knock over a statue, roll a 1, pull a muscle, 1d3 damage and can't act for 1d3 rounds as your character's back spasms horribly... roll a 20 and not only is it knocked over, it crushes half your enemies and the others flee in terror.
on an attack roll, 1 = drop weapon or fall or slip or something, 20 = critical hit, usually double damage, but I prefer max damage for the die, plus the roll (add str modifier once only) (( or whatever, it's your houserule))
I think those are the mos tcommon, max HP at 1st, 1's and 20's.
then homemade classes, Feats from d20 (which you don't need b/c of the siege engine), skill systems (also don't need) and probably ... 77 other things..
sorry rambling answer,
edit: This might help...
http://www.freeyabb.com/trolllordgames/ ... llordgames
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
- Sir Osis of Liver
- Unkbartig
- Posts: 822
- Joined: Mon Oct 27, 2008 7:00 am
Look in my sig for what I have been using. I think it has been close to a year since I have had any major changes. Still, most of my house rules I have been using for about 5 years now.
When you read them, when you get to the parts where I describe the SIEGE checks various classes, read them realizing that I am not house ruling in 3E feats, I am illustrating how the SIEGE engine already allows them. IE Feats are already a full part of C&C, you just need to decide to allow them and come up with ways to determine the CL's, which my house rules cover.
Pay closer attention to the Fighter types, in those I have them use their BtH instead of level, because it helps the fighter stand out amongst those classes.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
When you read them, when you get to the parts where I describe the SIEGE checks various classes, read them realizing that I am not house ruling in 3E feats, I am illustrating how the SIEGE engine already allows them. IE Feats are already a full part of C&C, you just need to decide to allow them and come up with ways to determine the CL's, which my house rules cover.
Pay closer attention to the Fighter types, in those I have them use their BtH instead of level, because it helps the fighter stand out amongst those classes.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Max hp at level 1
24 point buy character generation (a la DMG)
natural 20 is a auto hit (regardless of AC) and max damage
natural 1 is auto miss, and dm fiat fumble
I allow a 'finesse melee attack' of d20 +basic to hit +dex modifier, with damage being straight weapon damage (no strength mod), assuming the attacker has dex as a prime, and is using a one handed weapon, shorter than his arm (a la the back attack rules).
I allow a 'two ranged weapon attack', similar to 'two weapon fighting' (-3/-6), assuming dex is prime, and the attacker is armed with any kind of bow except a crossbow.
shields give an ac bonus as per cover rules: small shields give +2 ac; medium shields give +4, large (tower/pavis) give +6 ac to ALL attacks to the front.
I use SIEGE checks to simulate desired skill checks (intimidate is a charisma check, forgery is an intelligence check, etc.).
All these rules were tested for 11 months during my campaign. They all worked fine.
24 point buy character generation (a la DMG)
natural 20 is a auto hit (regardless of AC) and max damage
natural 1 is auto miss, and dm fiat fumble
I allow a 'finesse melee attack' of d20 +basic to hit +dex modifier, with damage being straight weapon damage (no strength mod), assuming the attacker has dex as a prime, and is using a one handed weapon, shorter than his arm (a la the back attack rules).
I allow a 'two ranged weapon attack', similar to 'two weapon fighting' (-3/-6), assuming dex is prime, and the attacker is armed with any kind of bow except a crossbow.
shields give an ac bonus as per cover rules: small shields give +2 ac; medium shields give +4, large (tower/pavis) give +6 ac to ALL attacks to the front.
I use SIEGE checks to simulate desired skill checks (intimidate is a charisma check, forgery is an intelligence check, etc.).
All these rules were tested for 11 months during my campaign. They all worked fine.
I think the most common are, or that come up on these boards the most often:
1) use 4d6-L to roll attributes; assign as desired.
2) maximum HP for 1st level
3) class abilities are treated as Prime even if not Prime; if this is not used, reducing the CB to 15 for class abilities is
4) some kind of critical hit/fumble system
5) using the SIEGE Engine outside of class abilities/saves to "emulate something"
6) not allowing illusionists to cast healing spells
7) adding in races or classes
8) adding monster attribute scores and allowing them to affect combat
9) trying to replicate d20-style multiclassing
10) modifying the spell system to utilize a "skill check" or the use of a spell-point system
_________________
If it matters, leave a message at the beep.
Serl's Corner
1) use 4d6-L to roll attributes; assign as desired.
2) maximum HP for 1st level
3) class abilities are treated as Prime even if not Prime; if this is not used, reducing the CB to 15 for class abilities is
4) some kind of critical hit/fumble system
5) using the SIEGE Engine outside of class abilities/saves to "emulate something"
6) not allowing illusionists to cast healing spells
7) adding in races or classes
8) adding monster attribute scores and allowing them to affect combat
9) trying to replicate d20-style multiclassing
10) modifying the spell system to utilize a "skill check" or the use of a spell-point system
_________________
If it matters, leave a message at the beep.
Serl's Corner
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Ace of Swords
- Red Cap
- Posts: 250
- Joined: Fri Jan 16, 2009 8:00 am
My current house rules
Stat generation, 4d6 drop lowest 6 times arrange to suit.
Golden Rule: No one is allowed to kill anyone elses PC ever. Only the CK is allowed to kill PC's. Heros and team players only. (Loners and anti social types better retire them now)(Antihero maybe)
Crossovers: I allow Hackmaster, D&D/AD&D and 3rd party materials (including 3.5/pathfinder) on a case by case basis. This means spells; monsters and magic items can all be potentially used in my game.
SIEGE Checks:
As you probably guessed, I allow SIEGE checks to be used for a lot of things other than skills. They can be used by fighters to try and get extra attacks, to get an extra attack when you take an opponent down, to transfer points from your BtH to your damage roll, if you think of it, and ask me if you can do it. If you have played 3E many of their feats are good ideas for SIEGE checks.
Skills your class grants acts as if it is a prime for checks.
Wizards:
SIEGE checks can be used to alter spells being cast. A SIEGE check can be made to change the energy type of a spell. For example, to change a fireball to an electric ball, ice ball, etc... Beat a CL = to 18 + the level of the spell. So to change the fireball to ice would be a CL 21.
To double range, CL spell level +3
To increase number of targets effected, CL 18 + spell level +3 per additional target (example spell, Charm Person to effect two people instead of one)
Failure, in all cases, loses you the spell. Roll a natural 1 I roll spell mishap
Clerics:
Clerics can do SIEGE checks similar to Wizards.
Clerics can spontaneously convert spells to healing spells (IE restore HP's)
Clerics get to add their level to healing spells Cleric performing follow through healing CL 18 +3 + spell level.
Skills and Languages:
If you want anything beyond what your chosen class gives you do a back ground write up explaining how you were raised and trained. As long as you can make it a sensible and realistic back ground I don't care if you have 20 skills or languages. Consider 20 the limit, though.
When I decide a skill/language related roll is needed I will do it as if you have the relevant attribute as Prime, even if it is not, just like I treat Class Skills.
Buying skills:
3000 xp for general skills or combat maneuvers.
1000 xp multiplied by level for prime skills and cross class skills.
Combat
Parry: apply BtH as an AC bonus.
Shield Bash: 1d3 lose AC bonus, counts as dual wielding if using a weapon also.
Weapon parry: Offhand weapons may be used defensively for a +1 AC like a shield. (Usable vs. 1 foe)
Stat generation, 4d6 drop lowest 6 times arrange to suit.
Golden Rule: No one is allowed to kill anyone elses PC ever. Only the CK is allowed to kill PC's. Heros and team players only. (Loners and anti social types better retire them now)(Antihero maybe)
Crossovers: I allow Hackmaster, D&D/AD&D and 3rd party materials (including 3.5/pathfinder) on a case by case basis. This means spells; monsters and magic items can all be potentially used in my game.
SIEGE Checks:
As you probably guessed, I allow SIEGE checks to be used for a lot of things other than skills. They can be used by fighters to try and get extra attacks, to get an extra attack when you take an opponent down, to transfer points from your BtH to your damage roll, if you think of it, and ask me if you can do it. If you have played 3E many of their feats are good ideas for SIEGE checks.
Skills your class grants acts as if it is a prime for checks.
Wizards:
SIEGE checks can be used to alter spells being cast. A SIEGE check can be made to change the energy type of a spell. For example, to change a fireball to an electric ball, ice ball, etc... Beat a CL = to 18 + the level of the spell. So to change the fireball to ice would be a CL 21.
To double range, CL spell level +3
To increase number of targets effected, CL 18 + spell level +3 per additional target (example spell, Charm Person to effect two people instead of one)
Failure, in all cases, loses you the spell. Roll a natural 1 I roll spell mishap
Clerics:
Clerics can do SIEGE checks similar to Wizards.
Clerics can spontaneously convert spells to healing spells (IE restore HP's)
Clerics get to add their level to healing spells Cleric performing follow through healing CL 18 +3 + spell level.
Skills and Languages:
If you want anything beyond what your chosen class gives you do a back ground write up explaining how you were raised and trained. As long as you can make it a sensible and realistic back ground I don't care if you have 20 skills or languages. Consider 20 the limit, though.
When I decide a skill/language related roll is needed I will do it as if you have the relevant attribute as Prime, even if it is not, just like I treat Class Skills.
Buying skills:
3000 xp for general skills or combat maneuvers.
1000 xp multiplied by level for prime skills and cross class skills.
Combat
Parry: apply BtH as an AC bonus.
Shield Bash: 1d3 lose AC bonus, counts as dual wielding if using a weapon also.
Weapon parry: Offhand weapons may be used defensively for a +1 AC like a shield. (Usable vs. 1 foe)
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fenriswolf
- Skobbit
- Posts: 6
- Joined: Mon Aug 09, 2010 7:00 am
my House Rules are mostly similar to those listed above:
1. Max HP at first level
2. siege check rolls of 20 or 1 are special success/failure
3. To hit rolls of 20 either get double damage or a roll on the home-made crit table (the PCs always go for the latter, even though the odds suggest they shouldn't). Rolls of 1 provoke a roll on the fumble table
4. Fate/Luck points. Start with 4, add d4+1 per level. Can be burned at this rate: 1: re-roll any single die roll; 2: automatic success at any roll; 3: defy death (i.e., butt saving!) but with lasting character/equipment repercussion (limp, wake up naked and all stuff gone, etc). No one has used the 1 point option. Many have opted for the 2 point option in crucial moments of roleplaying or combat. The three point option has been used on three occasions: one produced a permanent, flourescent blue scar on the PC (thanks Matt Finch, and the awesome Pod Caverns!), the other reduced a PC's movement permanently, and I forget what the third did. The players love this.
5. Clerics can sacrifice any memorized spell for a cure spell of the highest level they can cast.
6. Wizards know Read Magic automatically (and I'm leaning towards making this more of a skill, and siege check-able rather than a spell).
I'm also going to do some heavy house-ruling of the EP award system. But I'm not sure how it will look yet (hopefully by the next session).
_________________
The only thing you find in the middle of the road are dead animals and dumb Americans - Anton Newcombe
1. Max HP at first level
2. siege check rolls of 20 or 1 are special success/failure
3. To hit rolls of 20 either get double damage or a roll on the home-made crit table (the PCs always go for the latter, even though the odds suggest they shouldn't). Rolls of 1 provoke a roll on the fumble table
4. Fate/Luck points. Start with 4, add d4+1 per level. Can be burned at this rate: 1: re-roll any single die roll; 2: automatic success at any roll; 3: defy death (i.e., butt saving!) but with lasting character/equipment repercussion (limp, wake up naked and all stuff gone, etc). No one has used the 1 point option. Many have opted for the 2 point option in crucial moments of roleplaying or combat. The three point option has been used on three occasions: one produced a permanent, flourescent blue scar on the PC (thanks Matt Finch, and the awesome Pod Caverns!), the other reduced a PC's movement permanently, and I forget what the third did. The players love this.
5. Clerics can sacrifice any memorized spell for a cure spell of the highest level they can cast.
6. Wizards know Read Magic automatically (and I'm leaning towards making this more of a skill, and siege check-able rather than a spell).
I'm also going to do some heavy house-ruling of the EP award system. But I'm not sure how it will look yet (hopefully by the next session).
_________________
The only thing you find in the middle of the road are dead animals and dumb Americans - Anton Newcombe
My C&C campaign journal: Hard Times in Narsileon http://www.trolllord.com/forums/viewtop ... 22&t=11032
My OSRIC/1e campaign journal: Expedition to Arden Vul http://www.dragonsfoot.org/forums/viewt ... 26&t=59080
My OSRIC/1e campaign journal: Expedition to Arden Vul http://www.dragonsfoot.org/forums/viewt ... 26&t=59080
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Vroomfogle
- Skobbit
- Posts: 11
- Joined: Thu Jun 17, 2010 7:00 am
I use several misc rules already mentioned here. I also liked the 'benny' system in Savage Worlds a lot. It certainly does add a certain cinematic flair to the game, and in fact makes the characters much more survivable.
The number they get in a session is based on how many players show up. If all 6 players show they get 1 each, for every one less than that they get an additional benny. They are for use during that session. If they are not used by the end of the session they are lost. Bennies can be used for a few automatic things:
Make a foe reroll an attack against them. The benny can be used after damage is rolled to make the foe reroll the entire attack (To Hit and Damage)
Allow the character a reroll on any To-Hit or Check (cannot be used to reroll a natural 1)
I came up with special things for each attribute also, but no one has ever used any of them except the Spell Recall, since they usually just use them up for the rerolls instead.
Bennies can also be used in specific ways for each attribute. All of these uses require an attribute check, but the benny is lost whether the character succeeds or not.
Strength: Attack does extra damage. Amount of extra damage equal to amount rolled over the Challenge Base. Use benny before damage roll.
Dexterity: AC bonus vs all attackers for 1 round. AC increase equal to amount rolled over the Challenge Base. Use at beginning of round.
Constitution: Absorb hits from all attacks for 1 round. Hits absorbed is equal to amount rolled over the Challenege Base. Use at beginning of round.
Intelligence/Wisdom: A successful Int (Wizards/Illusionists) or Wis (Clerics/Druids) check allows the character to recall a spell that was previously cast that day (with a Challenge Level equal to the Spell Level).
The number they get in a session is based on how many players show up. If all 6 players show they get 1 each, for every one less than that they get an additional benny. They are for use during that session. If they are not used by the end of the session they are lost. Bennies can be used for a few automatic things:
Make a foe reroll an attack against them. The benny can be used after damage is rolled to make the foe reroll the entire attack (To Hit and Damage)
Allow the character a reroll on any To-Hit or Check (cannot be used to reroll a natural 1)
I came up with special things for each attribute also, but no one has ever used any of them except the Spell Recall, since they usually just use them up for the rerolls instead.
Bennies can also be used in specific ways for each attribute. All of these uses require an attribute check, but the benny is lost whether the character succeeds or not.
Strength: Attack does extra damage. Amount of extra damage equal to amount rolled over the Challenge Base. Use benny before damage roll.
Dexterity: AC bonus vs all attackers for 1 round. AC increase equal to amount rolled over the Challenge Base. Use at beginning of round.
Constitution: Absorb hits from all attacks for 1 round. Hits absorbed is equal to amount rolled over the Challenege Base. Use at beginning of round.
Intelligence/Wisdom: A successful Int (Wizards/Illusionists) or Wis (Clerics/Druids) check allows the character to recall a spell that was previously cast that day (with a Challenge Level equal to the Spell Level).