|
Post by joshuagoliath on Dec 14, 2013 3:10:00 GMT
OK, I don't use every house rule every campaign. I pick and choose which I apply before the campaign even starts, and those rules are consistent throughout the campaign, unless some reason comes up for the rule to be ditched partway through.
Anything that affects game play is applied to both PCs and NPCs alike.
Stats variations:
1) Roll dice as listed. 1's can be rerolled
2) Any single stat can be rerolled once. The second roll MUST be taken, even if lower than the first.
3) Humans get 4d6 and drop the lowest per stat (ones can still be rerolled). Humans
4) Add up the number of dice the race gets. Roll all the dice at once, and break down according to the list. IE, a elf would roll 26d6, and then 5d to PB, 2d to MA, 4d to PP, and then three to each of their other stats. This gives an almost complete customization for the player. Players should be advised that this also applies to at least some NPCs
5) Like #4, but only for humans.
6) Combinations of above- usually 1, 2, 3 are used; sometimes with 4 or 5
|
|
|
Post by joshuagoliath on Dec 14, 2013 8:10:50 GMT
Skills
1) Skill specialization- pick a subset of a skill, and for the cost of one skill slot, gain 50% of your skill ability on the roll for the speciality. For odd numbers, round down. Yes, the specialization needs to be specific. If primary or OCC skill, the skill used for specializing must be a primary, secondary skills use a secondary skill slot. IF a primary slot is used for a secondary skills specialization, they get an 75% of the base skill instead of 50%. (Note, ONLY the skill %s are used for the bonus- any bonus from other skills or from IQ is NOT multiplied!) For example, Bob has Demon/Monster lore at 48%. He specializes in vampires. When it comes time to make a roll in regards to vampires, his skill % is 72%. He then adds any IQ bonus he may have. If D/M lore is a secondary skill, and he uses a primary slot, he would use 75% (36) of the original as a bonus. This would give him 84% for vampires.
For WP's, the same consistency applies. Bob specializes in bladed rapiers. His WP Sword is at +2 strike, +1 Parry, +1 damage (these numbers are just pulled out of the air). He gets an EXTRA +1 strike with a bladed rapier (everything else is at one, so they round down). If his skill was at +2 strike, +2 parry, +4 damage, he'd get +3,+3,+6.
1b) Only used with (1)- no more than 1 specialty per skill. Sometimes I make this 2, depending on the campaign
2) Gaining extra skills, or raising current ones without levelling up. With an instructor (professional teacher), PCs can gain a skill (doesn't have to be on their list!) for the cost of 3000gp (I'm a fantasy guy). They can improve a skill for 1000*target level (if you want to go up multiple levels, pay for each one). This CAN exceed the character level ONLY by 2 or less. Not everyplace has every skill available. Prices may vary. Takes 2 weeks per level gained. Three weeks for a new skill, 1 month if the skill isn't on the OCC list. These durations are based on being a full time student. Up to 2 skills can be gained at a time, but that means the character is completely unable to do anything besides homework and sleep.
Without a professional teacher (ie, PCs teaching each other), duration of training is tripled, with only one skill at a time being trained.
3) Secondary skills don't have to be on the OCC list- any skill is acceptable.
(I almost always use either 4 or 4b) 4) Physical and WPs must be primary skills 4b) Physical and WPs selected as secondary skills only provide half bonus
|
|