Most Extensive and Crazy Houserules
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Re: Most Extensive and Crazy Houserules
On the subject of threads - do the Weaving DNs seem unnecessarily complex to anyone else? Would it be a problem for the weaving DN to be standard for each circle or perhaps status level and the Reattuning DN to be an Excellent result? Maybe the Weaving DN is minimum 6 (the spell defense of astral space) or equal to the circle of the spell? Something like that? I'm just thinking out loud here.
Re: Most Extensive and Crazy Houserules
Hmmmm... Fixed Weaving DN and +1 thread weaved per +5 above DN (or some additional effect - instant cast if it was last thread, extra effect etc.). It would make spellcasting easier and hell faster
Duvvelsheyss
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Re: Most Extensive and Crazy Houserules
Has anyone ever played a Traveld Scholar as main disciplin? Me, I never heard of it. This disciplin has some flavour and after reading pandas blog I understood that it can be a good second or third choice. But no way as your first disciplin.
We tried to fix this by altering it to some kind of Journeyman light. We focused on the point "go out and find out for yourself" and thought this could also mean "go out and learn what YOU think is important". (We did the folowing while useing ED1, not quite sure how to translate it to ED3.)
The Traveld Scholar could choose to replace one of his 1st circle talents by Versatility. At every next circle he was allowed to replace one (only oneper circle!) of his new talents with a talent of his choice.
So, rank 1 in V was for having the talent as a dwarf.
After advancing to circle 2 a TS could say "I don't linke this or that new talent, I will waive it". This means he could never learn it again. By raising V to rank 2 a TS could search a teacher of his coice and try to learn a talent of his choosing (the same way a Journeyman has to do it). V counts as a talent for circle advancement but a TS is only allowed to learn one new talent every circle not like a normal human adept who could learn 15 new circle one talents in circle one if he chooses to do so.
This way a TS could get some fight talents or specialise in a way he wants.
We tried to fix this by altering it to some kind of Journeyman light. We focused on the point "go out and find out for yourself" and thought this could also mean "go out and learn what YOU think is important". (We did the folowing while useing ED1, not quite sure how to translate it to ED3.)
The Traveld Scholar could choose to replace one of his 1st circle talents by Versatility. At every next circle he was allowed to replace one (only oneper circle!) of his new talents with a talent of his choice.
So, rank 1 in V was for having the talent as a dwarf.
After advancing to circle 2 a TS could say "I don't linke this or that new talent, I will waive it". This means he could never learn it again. By raising V to rank 2 a TS could search a teacher of his coice and try to learn a talent of his choosing (the same way a Journeyman has to do it). V counts as a talent for circle advancement but a TS is only allowed to learn one new talent every circle not like a normal human adept who could learn 15 new circle one talents in circle one if he chooses to do so.
This way a TS could get some fight talents or specialise in a way he wants.
- Heretikzer0
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Re: Most Extensive and Crazy Houserules
I've played one myself and enjoyed it quite a bit. To widen it up a bit, I also decided it needed one or two specialist packages added. I also read Panda's and I sorta agree. What I did like is that I used him as a lore seeker to get people involved deeper into the active storyline. After the fact, I realized I could have done that job better as a troubadour, but I still enjoyed it nonetheless. By compare and contrast, almost none of the other players I were with at the time played anything other melee types (I'm the only one that dares to play casters).
Re: Most Extensive and Crazy Houserules
House rule #1
based on an npc I had that only ever took enough damage to just reach his Wound Threshold with every hit but hadn't accumulated enough damage to actually die and was nickel-and-dimed to death, any NPC that took a Wound's worth of Damage to his Neck or Head was dead. I even made up a body-part hit location chart (very simply a d10). Now this accounted for all but the Head-Bad-Guy, Cadaver men, and monstrous creatures.
House rule #2
Jumping distance was never explained. I've had characters try and jump over a swiftly moving river and not be able to discern if they could make it based upon anything on their character sheet. So I used the Strength value as a number of feet they could jump horizontally, and half that number in feet vertically. So if an Obsidiman's Strength was 21 he could jump 10 feet vertically and 21 feet horizontally. I've seen football players do a standing jump onto a 5 foot dresser and these guys can't have the strength our adventurer's do.
House rule #3
A spellcaster can cast the same duration-heavy spell on a number of recipients equal to his Spellcasting rank. i.e. He can cast Combat Fury on 4 characters if he has Rank 4 in Spellcasting. He can still only cast one per round so they will wear off in a particular order. We otherwise found that Spellcasters were so limited as to what they could do that we had to expand them just a bit. Threadweaving in one round (maybe more) and spellcasting in another really deterred a lot of players for my group (they like to be useful). And once that spell was woven, they didn't have to re-weave it every single time. We just let them spellcast it for rounds-on end unless it the matrix was disrupted or the spellcaster fell unconscious.
That's it for now.
based on an npc I had that only ever took enough damage to just reach his Wound Threshold with every hit but hadn't accumulated enough damage to actually die and was nickel-and-dimed to death, any NPC that took a Wound's worth of Damage to his Neck or Head was dead. I even made up a body-part hit location chart (very simply a d10). Now this accounted for all but the Head-Bad-Guy, Cadaver men, and monstrous creatures.
House rule #2
Jumping distance was never explained. I've had characters try and jump over a swiftly moving river and not be able to discern if they could make it based upon anything on their character sheet. So I used the Strength value as a number of feet they could jump horizontally, and half that number in feet vertically. So if an Obsidiman's Strength was 21 he could jump 10 feet vertically and 21 feet horizontally. I've seen football players do a standing jump onto a 5 foot dresser and these guys can't have the strength our adventurer's do.
House rule #3
A spellcaster can cast the same duration-heavy spell on a number of recipients equal to his Spellcasting rank. i.e. He can cast Combat Fury on 4 characters if he has Rank 4 in Spellcasting. He can still only cast one per round so they will wear off in a particular order. We otherwise found that Spellcasters were so limited as to what they could do that we had to expand them just a bit. Threadweaving in one round (maybe more) and spellcasting in another really deterred a lot of players for my group (they like to be useful). And once that spell was woven, they didn't have to re-weave it every single time. We just let them spellcast it for rounds-on end unless it the matrix was disrupted or the spellcaster fell unconscious.
That's it for now.
Re: Most Extensive and Crazy Houserules
Duvvelsheyss
Re: Most Extensive and Crazy Houserules
Thanks Kosmit!!! Where? My group and I could never find it...
Re: Most Extensive and Crazy Houserules
I have all of them so if you tell me where you found it I can access it. I have 1st, 2nd, 3rd, and Classic. I'm an Earthdawn whore...
We're playing Classic right now, but I could never find that rule written out.
We're playing Classic right now, but I could never find that rule written out.
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