Most Extensive and Crazy Houserules

Discussion on game mastering Earthdawn. May contain spoilers; caution is recommended!
Slimcreeper
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Re: Most Extensive and Crazy Houserules

Postby Slimcreeper » Wed Jan 08, 2014 8:17 am

This isn't super-crazy, but if a character will be able to complete a task given enough time, I let them roll for it. If they beat the DN, then they get it in one try. For every point they miss the DN, it takes an extra try. So if Bill is trying to move a dresser for his wife and he rolls a a 6 on his strength roll and the DN is 10, it takes him 4 tries to move it, making him somewhat late for supper. I use this if it would be interesting to know how much of a pain something is, or if time matters - like if Bill was trying to block the door with a dresser because a slavering horror was in the living room.

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Kasbak
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Re: Most Extensive and Crazy Houserules

Postby Kasbak » Wed Jan 08, 2014 10:55 am


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Flowswithdrek
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Re: Most Extensive and Crazy Houserules

Postby Flowswithdrek » Wed Jan 08, 2014 2:31 pm

Is it crazy that I'm the only one without house rules :)

Kcinlive
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Re: Most Extensive and Crazy Houserules

Postby Kcinlive » Wed Jan 08, 2014 3:39 pm

I play with a group that has been playing ED for many years. They have a bunch of houserules though most of them are just "crazy" items and disciplines that have been made over the years. Honestly I'm sometimes not sure what is cannon and what isn't when I play with them. Most of the houserules tend to be about magic. Zero thread spells don't need a spell matrix. You can cast them till you're blue in the face without having to worry about raw magic or alerting every horror in the area. Also we tend to allow the caster classes more freedom to gain spells from other spell lists. There are others but those are the big ones I can thing of off hand.

-Kcinlive

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etherial
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Re: Most Extensive and Crazy Houserules

Postby etherial » Wed Jan 08, 2014 4:45 pm

I had a houserule that an Excellent Success on a Thread Weaving test allowed you to tie an extra thread or cast the Spell immediately. I was thinking of changing it to a Talent Knack...

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Re: Most Extensive and Crazy Houserules

Postby zayven » Wed Jan 08, 2014 7:07 pm


Slimcreeper
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Re: Most Extensive and Crazy Houserules

Postby Slimcreeper » Wed Jan 08, 2014 7:16 pm

Oh, we 'take the step' or just hand wave the roll if it isn't interesting.

Hey - here is a house rule, still not crazy and I've posted it before, but I'm pretty pleased with it:

Instead of keeping up with the weight of everything, each character can keep a number of 'ready' items equal to his or her strength step. That includes weapons in or out of sheaths, money pouch, shoulder bags, boot knives, etc. 2-handed weapons count as 2 items. In addition, each character can keep a number of items in his or her pack equal to his or her strength value. Anything called a 'kit' (sewing kit, writing kit, even climbing kit) counts as one item. Wearing a pack causes an initiative penalty of -1 (still deciding about that).

I know some people on this board love to add and subtract just for the thrill of the math, but I'd rather just eyeball it. <grin>

zayven
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Re: Most Extensive and Crazy Houserules

Postby zayven » Wed Jan 08, 2014 7:55 pm


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Re: Most Extensive and Crazy Houserules

Postby zayven » Wed Jan 08, 2014 8:02 pm


Mogre
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Re: Most Extensive and Crazy Houserules

Postby Mogre » Thu Jan 09, 2014 6:19 pm



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