So, I'm going to dump a list of most my personal house rules (just short descriptions) that I'm going to use in my own campaign (when I finally get it moving). Some of these we've used previously, some are new. It'll be interesting to see how they work. Might give some ideas...
1. No experience points. I tell you when to level.
2. Everyman = +1% per skill level. Occupational = +2% per skill level.
3. Everyone get's 100 DP at first and 80 DP there on out.
4. Everyone starts with 5 Fate Points. They can only be used in certain death situations (subject to sensible interpretation).
You get Fate Points by making a foe spend one. Only certain NPC's will have Fate Points.
5. The round has been fairly dramatically altered.
A. Roll 1d10+(Ag/Qu/In) for moving and (Re/Me/SD) for mental actions.
B. Worst initiative moves first, best initiative moves last.
C. Combat declarations made.
D. Best initiative acts first, worst initiative acts last.
6. Instants:
- Defensive instant spells take no percentage of action.
- Defensive instant spells do not count towards the One Spell Per Round rule.
- You may only cast one offensive instant per round.
- You can cast as many defensive instants as you like each round.
o Instants cannot be stacked for more effect on the same ‘target’.
- Instant spells need not be declared if…
o You are not in melee combat.
o You are targeting your current foe or an action that foe is performing.
o You are in melee combat and roll a successful Situational Awareness: Combat check.
7. Snap/Normal/Deliberate actions: Making a “snap” action simulates attempting to perform your action quicker by sacrificing effectiveness in your action. A “snap” action will add +2 to your initiative, but give a -20% penalty to your action.
Making a “deliberate” action simulates attempting to perform an action more skillfully by taking ones time in performing it. A “deliberate” action will impose a -2 penalty to your initiative total, but will provide a +10% bonus to your action.
8. Overcasting: You can overpay when casting a spell to raise its effective level. This means if you cast an “Open Locks” spell on a magic lock that is 4th level but use 10 PP to do it instead of the normal four, then the lock you are casting it on would resist against a 10th level spell instead of a 4th. You cannot overcast beyond your level (meaning you would need to be 10th level to spend 10 points on a 4th level spell
9. Adrenal Skills:
- Non-passive Adrenal Maneuvers require 10% activity to perform unless otherwise specified.
- Only one non-passive Adrenal Maneuver can be performed in a given round.
- Non-passive Adrenal Maneuvers that are performed undeclared penalize the next action by 10%
- Adrenal Defense is passive in nature once the stance has been assumed and does not require a percentage of activity for the remainder of the current engagement.
Therefore a character utilizing Adrenal Defence could still make an Adrenal Strength maneuver, however a character could not perform Adrenal Strength and Adrenal Speed in the same round.
10. Making more than one attack:
A. DUAL ATTACKS: Dual Attacks are when a character is using a weapon that can effectively be used to attack with more than one point. The Quarterstaff, Three Section Staff, and some “Pole” weapons are good examples. Dual Attacks are commonly the result of Fighting Styles.
B. MULTIPLE ATTACKS: Multiple Attacks are when a character has specialized in a weapon to the degree that they can effectively make more than one attack per attack action. This is sometimes simulated by increased base damage, secondary and potentially even tertiary criticals. Multiple Attacks are commonly the result of Weapon Specialization in a specific weapon. (Note: Characters may not specialize in more than two specific weapons).
C: TWO-WEAPON COMBO: Off hand with the same weapon must be developed as a separate skill unless the player has the Ambidexterity talent.
- Using two weapons of the same length longer then a short sword (roughly 2 feet) will result in a -10 penalty on the secondary weapon.
- The two attacks can be split between two opponents with a -20 penalty to both.
- When Parrying the OB used to do so applies to both weapons (and foes if split).
- For ease and speed of game combat both attacks, which are rolled separately, are resolved at the same time. This is resolved as one attack action (60%-100% activity) and a Bladeturn spell would apply to both swings.
11. Shields
- Shield bonuses can be applied to all foes within the characters forward arc (hex immediately in front of and the two to either side of it).
- If the character is focusing all of his or her shielding attention towards a single ranged attacker the character gains +10DB against that attacker.
- If it has been trained in as a weapon you can make a Shield Bash attempt and still use the shield defensively, however you will be using Two-Weapon Combo rules to accomplish this.
- A small buckler can be used with a two-handed weapon, however is useless against ranged attacks unless the character possess a skill which allows for missile parries (and is only effective when actively using that skill).
- DB = Buckler +5 / Small Shield +10 / Medium Shield +15 / Large Shield +20 / Target Shield +25
12. Specialized Weapon Styles.
I'm not going to go into detail here, but my weapon styles are roughly built like a spell list and your exhaustion points are basically your power points. You can only specialize in two of the styles. The styles are: 1-Handed Weapon/Free Hand, 1-Handed Weapon/Shield, 1-Handed Weapon/1-Handed Weapon, 2-Handed Weapon, Pole Weapon, Drawn Missile, Triggered Missile, and Thrown.