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  • Tell Me Your House Rules

    So friends...seems this community is pretty big into theory crafting and hacking Fantasy AGE. Let me know what house rules you are using in your current campaign. I will start:

    1.Adv/Disadv - trying to incorporate this as roll 4d6 for adv drop the lowest, for dis adv drop the highest even if stunt die. I am fairly happy with it. It is quick but doesn't seem as swingy as D&D. Seems like more a mild benefit/detriment.

    2. Overland Travel, Death, Hirelings - pretty much just ported over from Dungeon World.

    3. Non-Combat Magic - outside of combat let my players perform minor acts of magic within their arcana for free. They just need to explain the effect...if it provides some sort of exploration advantage I usually make them roll at TN 10. If failed charge a point or two from their MP pool. Again it does what I need it to. The lack of cantrips and spells is prob this systems biggest downfall in my eyes.

    4. Lastly HP - cant remember where I ripped it from but using a diff formula from off these forums that leaves hp around 80-90 instead of 120-160.

    So those are mine...show me yours!

  • #2
    Re: Tell Me Your House Rules

    House rules

    New Arcana

    Cantrips and Rituals

    Talents and Specialisations

    Prices for magic items
    Last edited by Doctor Atomic; 12th August 2016, 04:37 PM.
    https://drive.google.com/open?id=0B7FwXQHZFXPwRVVJTjMwbXNtNDg
    The (updated) Fantasy AGE Atomic Expansion with new arcana, talents, specialisations, expanded magic rules, and arcane orders/rune cults.

    https://drive.google.com/open?id=0B7FwXQHZFXPwdWF3ZTRicnQ0ZHc
    Fantasy Age Atomic Monster Index Vol. 1 with 21 new monsters and 7 types of minions.

    Agent of Satan, but my duties are largely ceremonial.

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    • #3
      Re: Tell Me Your House Rules

      Originally posted by rober695 View Post
      So those are mine...show me yours!
      Mine are a bit lengthy, but I've read that some of the forum's regulars dislike links. These are for a low fantasy and magic setting - Harn if you've ever heard of it.

      Generate your character’s abilities using “Option 2: Buying Abilities” as written. As an additional rule, no ability may be greater than 4 after all racial adjustments have been applied.

      All player characters (and the vast majority of non-player characters) are human.

      When you create a human character, modify him as follows:
      • Add 1 to any ability.
      • Select any one ability focus from the Communication, Constitution, Dexterity*, Intelligence**, Perception, Strength, or Willpower lists.
      • Your character can read if his Intelligence is greater than 0. (You may choose for your character to be illiterate if desired, regardless of his Intelligence.)
      • Human Benefits (two 2d6 rolls, likelihood of each result shown)


      2 +1 to any ability score 2.78%
      3-4 Focus: Communication (any) 13.89%
      5 Focus: Constitution (any) 11.11%
      6 Focus: Dexterity (any*) 13.89%
      7 Focus: Intelligence (any**) 16.67%
      8 Focus: Perception (any) 13.89%
      9 Focus: Strength (any) 11.11%
      10-11 Focus: Willpower (any) 13.89%
      12 +1 to any ability score 2.78%
      * Any, except Initiative.
      ** Any, except Arcana (various).

      Social Class (3d6 roll, likelihood of each result shown)

      3 Outsider 0.46%
      4-5 Upper Class 4.17%
      6-7 Middle Class 11.57%
      8-13 Lower Class 67.59%
      14-15 Middle Class 11.57%
      16-17 Upper Class 4.17%
      18 Outsider 0.46%
      After social class is randomly determined, a player character may choose his/her background from the appropriate table section.

      Mage
      • Starting Health: 15 + (Constitution x 5) + 2 (This produces a range from 17 to 37.)
      • Weapon Groups: Brawling plus any one of the following: Bows, Dueling, Light Blades, and Staves.


      Class Powers
      • Level 1: A mage does not receive the Arcane Blast power. Instead, he receives expanded Weapon Group choices.
      • Level 6: A mage does not receive the Spell Blast power. Instead, s/he may choose an additional Weapon Group or pick an ability focus for a previously-chosen Weapon Group.
      • Level 8: A mage does not receive the Big Blast power. Instead, s/he may choose an additional Weapon Group or pick an ability focus for a previously-chosen Weapon Group.
      • Level 13: A mage does not receive the Stunt Bonus power. Instead, s/he may choose an additional Weapon Group or pick an ability focus for a previously-chosen Weapon Group.


      Rogue
      • Starting Health: 20 + (Constitution x 5) + 3 (This produces a range from 23 to 43.)
      • Weapon Groups: Brawling plus any two of the following: Bows, Dueling, Light Blades, and Staves.


      Warrior
      • Starting Health: 25 + (Constitution x 5) + 4 (This produces a range from 29 to 49.)
      • Weapon Groups: Brawling plus any three of the following: Axes, Bludgeons, Bows, Dueling, Heavy Blades, Lances, Light Blades, Polearms, Spears, and Staves.


      Class Powers
      • Starting Talents: You become a Novice in two of the following talents: Archery Style, Dual Weapon Style, Mounted Combat Style, Pole Weapon Style, Single Weapon Style, Thrown Weapon Style, Two-Hander Style, Unarmed Style, Weapon and Shield Style.


      Gaining Levels

      A player character’s Health at any given level is determined using the following formulas:

      Mage 15 + (Constitution x 5) + (level x 2)
      Rogue 20 + (Constitution x 5) + (level x 3)
      Warrior 25 + (Constitution x 5) + (level x 4)
      Starting Money

      Outsider 30
      Lower Class 60
      Middle Class 120
      Upper Class 240
      Equipment

      Heavy plate armor does not exist in the campaign setting.

      Black powder weapons do not exist in the campaign setting.

      Grenades do not exist in the campaign setting.

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      • #4
        Re: Tell Me Your House Rules

        I'll make it short: Take a look at my signature.
        (Ignore the wiki - it's not up-to-date)
        Fantasy AGE Homebrew Wiki: Take me to the wiki!

        Free-Form Fantasy AGE System: Essentials - Version 2.5

        DracoDruid's Fantasy AGE: The Thread | Version 2.4

        Fantasy AGE - Revised Alchemy Rules: The Thread | Version 2.0

        Free-Form Dragon Age System: The Thread | Essentials

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        • #5
          Re: Tell Me Your House Rules

          ...well...

          DiBastet's Homebrew
          AGE of Darkness
          AGE of Wacraft

          Besides there's also this thread with colected homebrew: Age of Homebrew. Feel free to add a link to your own.
          DiBastet's Homebrew - My own homebrew. Use them, mine them for ideas, change them, as you see fit.
          AGE of Darkness - Converting World of Darkness to Fantasy Age.
          AGE of Wacraft - Playing AGE in Azeroth.

          Age of Homebrew - Links to other homebrew. Feel free to add more.

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