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Offline runequester

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What house rules do you use currently?
« on: January 07, 2010, 11:20:27 PM »
The other thread with crazy house rules was fun, so I figured it might be worth talking about non-crazy house rules :)


For the campaign we just started (RM2) we're using the following at the moment:

Pure and hybrid casters get 10 extra PP at level 1
Semi casters get 5 extra PP
Should a non caster end up learning spells, he'll get 3 extra PP
When rolling for stat gain for a maxed out stat, a roll of 96-99 raises the potential by 1. A 100 raises it by 2, and the stat by 1 (found this in a companion)
Luck stat. A 10th of it is your "avoid gruesome death" percentile chance. Luck drops by 10 when this occurs however.
Only using one stat bonus per skill, though I may change my mind on this.
Hobby skills (one at 4 ranks, one at 2, both are secondary skills, and GM assigns both)
Start at level 3

General liberal attitude to switching out spell lists and whatnot to give the player a character that fills the concept they want. Nobody really took advantage of this but they like the option being there.


Next time:
Definately buying spells by the rank RMFRP style.
Most likely use the smoothed stat bonuses from Companion 1.
Possibly give extra DP to buy some of the cool secondary skills but not sure yet how many.

Offline markc

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Re: What house rules do you use currently?
« Reply #1 on: January 07, 2010, 11:39:44 PM »
RMSS/SM:P Mixed Game
1) 80 ranks Adol
2) Free 60 point TP and up to 25 DP in additional Adol Level
3) Start at level 2-4 depending on profession
4) Swap out spell list depending on setting material
5) Homemade races
6) 1 TP per level with some exceptions
7) GM might make a TP of skills available to PC's if the adventure demands it. ie sailing, 3 month caravan trip etc. Or the GM might just give the players some ranks.
8) reset zero material bonus so bonuses are not so high.
9) Use SM:P Psionics rules
10) Home made spell lists
11) Some spell lists banned do to setting requirements
12) Some professions baned do to setting requirements

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Offline Ecthelion

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Re: What house rules do you use currently?
« Reply #2 on: January 08, 2010, 03:48:37 AM »
We have a PDF with house rules for our RM game. You can find it on my homepage, in the RPG house rules section.

Offline rdanhenry

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Re: What house rules do you use currently?
« Reply #3 on: January 11, 2010, 01:56:59 AM »
Here's the current draft of my house rules document (RMSS).

House Rules and Clarifications
R. Dan Henry, January 10, 2010

1. CHARACTER GENERATION & DEVELOPMENT
A. Initial Character Creation
i. Player characters are created by the player and GM in collaboration. The player will handle the non-mechanical parts of creation with guidance from the GM to assure the character fits into the game world and the character's expected role. The GM will handle the mechanical part of character creation.
ii. All characters will be built with 660 stat points.
iii. A character may switch one pair of weapon categories in Adolescent development (e.g., a Dwarf could take his four ranks in a 1-H Edged weapon and category instead of 1-H Concussion weapons) or switch out one cultural language for a another language or take an atypical hobby skill for 1 Talent Point (subject to GM approval, although that's a moot point while I'm making them myself).
iv. Races, Cultures, and Training Packages have been revised for this campaign world.
v. Talents and Flaws will be handled through a Talent Point system, but the reference document for all Talents and Flaws is Flaw Law, my own revision of Talent Law drawing on multiple sources for additional material and modifications.
B. Level Advancement
i. All characters get 90 DPs per level.

2. COMBAT         
A. Armor
i. The encumbrance penalty from armor can be reduced by 3 x Strength Bonus. If there is positive Strength Bonus left over after deducting that necessary to negate encumbrance, it may be used to offset the Armor Quickness Penalty to DB. (This cannot reduce the penalty below 0.)
ii. The statistics for armor as listed in RMSR and Arms Law are for the state of the art for most advanced cultures around the time of the end of the Fourth Age and beginning of the current one. Armor designs have improved since then and plate armor is available which causes less encumbrance due to design improvements. However, many older suits are still in use and it will be cheaper to find old armor and have it adjusted than to have a new suit made.
B. Parrying
i. Your parry counts against all attacks from the foe you are parrying this round. This includes attacks from two weapons or multiple attacks due to Haste. Significantly larger foes (Large or Super Large for a man-sized opponent) with multiple attacks can often attack from multiple angles. This does not negate the parry, but may gain flank or rear attack modifiers. (This last ruling is a house rule and contradicts an official ruling. My rule is harsher on low-leveled characters, but more generous to high level characters who ought to face such foes.)
ii. Even if you are parrying multiple blows from a foe, you only roll one attack unless you have multiple attacks anyway.
C. Stun
i. A stun result is “stun” or “stun, no parry”. These are the only results that count as being stunned.
ii. A character who is Frenzied may continue to attack despite suffering stun results. He suffers a -25 penalty during what would be a “stun” round or a -40 penalty during what would be a “stun, no parry” round.
iii. A Frenzied character who suffers a "must parry" result will have this combine with any stun rounds, so if Bob the Berserk has three rounds of stun accumulated and takes a "must parry" result, his next round will be a parry ("must parry" is the only time a character can parry when Frenzied) at -25. After that, he will have two rounds of stun left.
D. Spears and Javelins
i. Spears and javelins are require one hand in normal use.
ii. A spear may be used two-handed, using Pole Arm skill and the Pole Arm table at -10 or the Spear skill and Spear table at +10.

3. MAGIC
A. Arcane Magic
i. There is no Arcane Realm in this game.
ii. I am working on my own “Alternative to the Arcane Companion” to deal with three-realm hybrid magic and will reintroduce the Archmage.
B. List Modifications
i. The Bard's Base lists are modified as in my article "The Ranger and the Bard (Revised)", which appeared in the Sept. 2009 issue of the Guild Companion.      
ii. Per the author's original MS and the RMFRP restoration of the wording, the following spells on the Seeming Memories list in the Mentalism Companion are as follows:
   12 Remove Experience. The caster can remove one thought or memory from the target's mind each round.
   14 Copy Experience. Caster can copy one thought or memory from the target into his own mind each round.
   19 Implant Experience. As Copy Experience, except the caster can copy one thought or memory from his mind into the mind of the target.   
C. Spell Casting
i. This is not D&D and the spell-casters are not easily-distracted wimps, nor is a spell of glass-like fragility. You need to stun or otherwise render the caster incapable of acting in order to disrupt spell casting.
ii. Special Modifiers to SCSM rolls:
Realm
Condition
Modifier

Channeling
Ceremonial Robes (if appropriate) (AT 2)
+15

Channeling
Sky-clad (if appropriate)
+5

Essence
Ceremonial Robes (AT 2)
+10

Essence
Sky-clad
+15

Any
Caster has Spell Mastery in the list (ranks ≥ level of spell)
+15

D. Channeling
i. All Channeling Realm users “hear” one or more voices in their heads. For many, this is a singular daimon, either the voice of the god they serve or some servant thereof. Some have an ancestral spirit or spirits as their guide(s) and adviser(s). Nature-worshipers typically hear spirits of plants, animals, rivers, mountains, the sun, the moons, clouds, etc. This is the only direct manifestation of the spirit world in our own.
E. Unconscious Characters and Spells (esp. Utility spells)
i. The default assumption is that if a character is asleep, he will automatically resist any spell that is not a Utility spell designed for use on a sleeping target (i.e., those that wake the target or make contact through dreams).
ii. The default assumption is that if a character is unconscious for other reasons, the subconscious is looking for help (the character is in trouble) and will accept Utility spells (it still resists Force spells as these are typically unhelpful).
iii. These assumptions can have exceptions. (Example: Kvarl the Mad Raider hates and fears magic. He will resist any spell cast on him when unconscious, even if a healing spell is the only thing that could keep him alive.)
iv. Many mental spells will simply not work on an unconscious individual. Surface thoughts are disorganized or surreal and can only be interpreted by specialist (dream) magic. Deep probes may still work, but require Spell Mastery. Mental attacks will generally fail because they are designed to work with or exploit the normal function of the mind, which is in a largely dormant state.
F. Hybrid Spells
i. Hybridized spells can be Canceled or Dispelled by "any realm" magic normally or by a spell specific to one component Realm, but if only one Realm is affected, the hybrid spell resists as if 50% higher level (if a two-realm hybrid) or double level (if three-realm hybrid).
G. Specific Spells
i. Teleportation is noisy, because it displaces considerable quantities of air. Spell Mastery can mute the noise to diminish it, but not eliminate it. There is no risk of arriving in solid material, because the spell is not powerful enough to insert solid matter into solid matter. Teleporting to an underwater destination is possible, but the spell requires double power points in order to have the strength to displace liquid matter.
ii. On the Mana Warriors list, the command spells (Move, Attack, etc.) were written as instantaneous. ICE changed them in editing, but the author disagreed with the change. I will honor his intent. These spells are instantaneous.
iii. The Armsmaster's Weapon Enchantment spell does not make the weapon "magical".

4. SKILLS         
Reminder: Outside of combat, there is almost never a reason not to make a maneuver Deliberate. This will provide a +10 bonus.
A. Available Skills
i. This game uses a revised skill list, documented separately. This includes a modified version of the changes suggested in Steven Carpenter's Guild Companion article "Crafting Skilled Professionals". This also includes the two skills from his other Guild Companion article "Formation and Shipboard Combat". The Lore • Magical skill category is mostly changed to a new division of skills.
i. Underlined skills on the revised Skill Summary Table T-2.5 are only applicable to certain non-human forms, either being special skills of beasts or natural weapons using non-Martial Arts tables. Either belonging to an appropriate species, possessing the proper Talent, or shape-changing abilities may make these available.
ii. Some skills may not be available in certain cultures. In an arctic environment, nobody will be learning to swim, for example.
B. Stalk/Hide v. Perception Skills
i. Both (or all) character's roll and add applicable skill bonus and any modifiers. The higher roll wins. In a close case (-10 to +10 difference), the perceiving character gets a sense of "something there", but doesn't have any more exact clue. However, this gives that character the option of going from passive to active sensing and he can try to get others to do the same ("Did you hear something?"). Normally, sneaking is fairly easy, as it goes up against Alertness unless an active search is on or someone has an appropriate Situational Awareness skill.
ii. Other skill v. skill rolls will generally be handled similarly, with the GM deciding what skills are applicable to the situation.
iii. A Stalking character most roll twice: once for distance traveled and once for how stealthy he actual was in crossing that distance. The first is rolled as a moving maneuver, the second is rolled as a static maneuver. A Hiding character need only make the usual static maneuver.
C. Spell Mastery
i. Spell Mastery is learned separately for each spell list.
ii. Spell Mastery cannot increase the range, area of effect, number of targets, or duration of a spell. Spell Mastery is for changing a spell within its normal parameters or altering qualitative aspects of the spell. It can be use, for example, to Fire Ball the kidnappers around the hostage, while leaving the hostage untouched.
D. Static Maneuvers
i. The Unmodified results on the Static Maneuver charts are treated as follows: UM 66 is an Unusual Event, which means it will created by the GM on the fly, depending on the situation and the actual success/failure of the maneuver as rolled with all modifiers applied. Unusual events mentioned in the tables are examples only. UM 100 is a Unusual Success only if the roll is actually a success after modifiers are applied

5. OTHER                  
A. Items
i. Bonus Stacking: When bonuses are stacked, the bonuses are ordered from highest to lowest and count full bonus for the first, divide the second bonus by two, divide the third bonus by 3 and so on. Total for the final bonus. Using +10 arrows with a +30 bow results in a +30 + 10/2 = +35 bonus. Negative modifiers and positive modifiers are stacked separately if necessary and then combined.
ii. Adders and Multipliers: A Hybrid can use a Spell Adder keyed to either of his realms, but only for casting spells of that realm. He needs a Spell Multiplier keyed to his specific combination of realms in order to use a spell multiplier.
B. Overweight Characters
i. An overweight character's excess weight does not count towards its weight for determining how much it can carry without an encumbrance penalty.
ii. The excess weight itself counts as weight carried for encumbrance purposes.
iii. Total weight is still used as per standard rules for spell-casting purposes.
C. Movement
i. The base for calculating movement rate for human(oid)s is 40' per round rather than 50'. This gives more realistic values with no increase in complexity.
ii. Negative racial Strength modifiers are ignored in calculating Weight Penalty. Hobbits are punished enough on what they can carry based on size alone; there is no need to pile on the Strength penalty as well.
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Offline thrud

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Re: What house rules do you use currently?
« Reply #4 on: January 14, 2010, 08:18:36 AM »
RMC
1. For the cost of 2 background points the player can choose a Background option/talent but only one. During play we use gifts outlined in Express addons.
2. We're currently playtesting a different way to apply skill costs and professions.

Offline thirqual

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Re: What house rules do you use currently?
« Reply #5 on: January 21, 2010, 08:00:18 AM »
RMSS
- racial and cultural ranks were tweaked to adjust to the gameworld

- exhaustion is most of the time ignored for comfort and less bookkeeping

- magic in generally is highly visible, dangerous and fickle. Descriptions and reactions of the NPCs reflect that to a great extent.

- power perception was considerably transformed, in scope and use. It is more akin to a sixth sense, whose sensibility is increased by training. One is more sensitive to magic from its realm, and even more to magic  one is familiar with. It does not allow identification of spells or effects, but of the amount of power and complexity, eventually the source (for channeling spells). It does not allows to sense inactive (waiting) spells, or permanent (like enchanting) spells, except by making long and possibly hazardous static maneuvers. Scanning loot for magic objects with this skill is possible but expose to severe burnout should it fail. Without concentration, it can be use as alertness for magic, with extremely hard (at least)

- the bard list item lores was tweaked, but no-one plays a bard so no-one cares (it will look into your article rdanhenry, it looks interesting). Identification is generally easier, but riskier.

- the interaction of a channeling spellcaster (either full, hybrid or semi) with the being or beings giving him power is personal and delicate, especially for sorcerers. I am currently trying to devise a systematic system for that instead of doing it on the fly, and better ideas for what empowers a warlock (one of my player wants to play a warlock next).

- no PP multipliers.

- penalties from PP expenditure applies to everything, it corresponds to mental exhaustion.

- Spell Mastery quantitative modifications are capped to a *2 on range, targets, radius (not area or volume, radius), duration, etc.

- should a spellcaster get hit while concentrating or incanting, he can use a concentration skill (in self-control category) to keep on casting/concentrating (difficulty is 70+hit received) , except if a "stun" is achieved or if he is otherwise incapacitated. In both case, for force and elemental spells, rolls are made to check for mishaps.

- level-ups and skill-choices are done in interaction with the GM.

- everything possible was converted to the metric system.

Offline kevinmccollum

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Re: What house rules do you use currently?
« Reply #6 on: January 23, 2010, 03:54:59 PM »
RM2 (the only version I GM) I only list changes from core rules

1. CHARACTER GENERATION & DEVELOPMENT
    a) Everyone gets the same stats. I have a generous set of 100, 98, 96, 95, 90, 90, 85, 75, 65, 30
    b) All the stats start at the potential (I don't mind the other way but when introducing new players, it is a lot less paperwork this way)
    c) Certain background options are not allowed. Lycanthropy is one. Others are rerolled based on the character (a monk who has an allergy to essence will reroll that option)

2. COMBAT     
    a) Parrying
        1)A character may parry against multiple foes, splitting each parry amount how he/she chooses. The attacks are ones that are from the frontal area (can't parry someone who is attacking from the rear)
        2)A parry only parries that individual attack. If they think they will get attacked multiple times (two weapons or haste) they must declare that parry at the beginning of the round (example: a character is facing a troll. They have never fought one before and are unsure if the troll will get one or two attacks. they declare a parry of 50 against one attack. If the troll attacks twice, the character gets +50 against one attack but normal DB against the other one. 
    b)Initiative is rolled as in RMC1 (d100, add QU STAT, counting down from 200)  except there is only one spell per round.

3. Spells and Spellcasting
    a)instantaneous spells are instant. They may permit an action that isn't instant (Leaping spell is instant but the leap action isn't) Bladeturns and Deflects are used as they are needed
    b) I don't add a +20 ESF to a spell list or portion of a list that is not normally learnable by a charcter (through extraordinary spell list acquisition rules)

4. SKILLS         
    a) Certain skill are prohibited unless the character can show where they got the training (a non-thief/rogue picking up disarm traps needs someone to teach them, etc)
    b) you may not practice a skill for the next level without some form of training. Most melee skills, outdoor skills etc can be practiced on the road during normal adventuring. Lores are tougher and require some sort of tome, research material, etc.
    c) Adrenal Defense requires you to be lightly encumbered. You can't carry a large framepack full of junk and expect to use your AD.
    d) Perception is one skill. It was that way before RMCII chopped it up. I, as the GM, let the players know the appropriate mods based on the situation.

Offline DangerMan

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Re: What house rules do you use currently?
« Reply #7 on: January 28, 2010, 08:09:23 AM »
Im working on the following house rule, to be used in our group's next campaign.

Family Heirloom
Upon designing characters players get a free item, which is their family heirloom, passed down form generation to generation. Alternatively the GM may decide to make this a talent at the cost of X points.

The player roll an UM d100 which yields the following results.

01-02   Piece of jewelry - Low value
03-05   Piece of jewelry - High value
06-10   +5 tool / weapon / equipment (non-magic)
10-20   +10 tool / weapon / equipment (non-magic)
20-30   +5 tool / weapon / equipment (magic)
30-40   +10 tool / weapon / equipment (magic)
50-65   +15 tool / weapon / equipment (magic)
66   Highly potent magic item, but item is cursed and/or intelligent and malign
67-80   Daily I item
80-90   Daily II item
90-96   Daily III item
97:   Daily IV item
98:   2X PP-multiplyer (for spell users) – X for non spell users
99:   Potent, intelligent, benign magic item
100:     Andúril, The Flame of the West, you say?!

Implication rolls
The next step will then be the GM making an “implication roll”. This roll is open ended and will determine a plot implication, good or bad, which might follow with the item.

For players who made an item roll between 05 and 96 there should be an implication in, say, 30% of the instances. So a roll in implication roll between 15 and 85 would yield no implication. Below 15 and the impact is negative, over 85 and its positive.

For players who rolled below 06 or above 95 implication is a given, i.e. there will be an implication. I suggest both get a 50/50 shot on a good or bad implication. Thus, rolls from 50 and down will yield a negative implication.

All implication rolls could be open ended. Thus a roll of, say, -300 would yield an item who will all but destroy the bearer. A high roll, say + 300, would imply the item’s bearer will have some skill or opportunity which is reserved for him alone.

Examples on positive implications could be the following:

- The item contains information which is needed to complete a task the character wants to complete

- The item contains information sought by a group or individual which will approach the bearer with good intentions. The group or individual will not harms the bearer, but will offer something in return for the information concealed on the item.

- Item (weapon) is needed to slay a specific magic creature

Examples on negative implications could be the following:

- The item contains info sought by a group or individual which will approach the bearer with evil intentions. The group or individual will not hesitate to harm or kill the bearer in order to get hold of the item

- Item is cursed
 
As for implications, good or bad, the possibilities are of course only limited by the GMs imagination.

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Offline markc

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Re: What house rules do you use currently?
« Reply #8 on: January 28, 2010, 01:48:34 PM »
Dangerman;
 I like the family heirloom idea and I think in my game I would expand the chart to 300+ and maybe place some rings of power up there for examples of items.
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Role Play not Roll Play.
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Offline Shottglazz

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Re: What house rules do you use currently?
« Reply #9 on: January 31, 2010, 07:52:25 AM »
1. Temp stats - nothing under 41
2. HP rolls - first roll is maximum
3. Initiative - took the weapon/attack speeds from Arms companion, assigned a flat +300 for spells, did away with initiative phases
4. Hobby skills - 4 ranks and 2 ranks, any skill costing less than 20, PC assign (but will be expected to learn 1 rank/2 levels at a minimum)
5. Stalk & Hide are two separate skills, but buying a rank in one gets you a rank in the other.
6. Bonus skill ranks - total of 10 skill ranks based on profession
7. Skill category bonuses & penalties - based on race
8. Removed "evil" professions as PC choices (ie Assassin, Nightblade, Necromancer, etc)
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Offline arnecooper

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Re: What house rules do you use currently?
« Reply #10 on: February 11, 2010, 01:50:36 AM »
1. If a player lands on "free parking" he gets all the money from the center of the board.

Offline Globulin

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Re: What house rules do you use currently?
« Reply #11 on: February 27, 2010, 10:39:51 PM »
I love the Strange Magics rules from the Guild Companion. They make spell casters way more interesting and enjoyable to play.
http://www.guildcompanion.com/scrolls/2008/oct/strangemagics.html
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Offline 80sGamerGeek

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Re: What house rules do you use currently?
« Reply #12 on: February 28, 2010, 12:27:56 AM »
I love the Strange Magics rules from the Guild Companion. They make spell casters way more interesting and enjoyable to play.
http://www.guildcompanion.com/scrolls/2008/oct/strangemagics.html

Me, too.  I am currently rewriting my house rules to integrate concepts from the article (tweaked to fit my tastes and  game world).