Most Extensive and Crazy Houserules
Posted: Tue Jan 07, 2014 12:43 am
So, in the spirit of turning Earthdawn on its ear with 4e, I thought it might be cool to hear what sort of crazy house rules people have been using over the years.
I've got a few doozies that will probably make people cry out in indignation. Most of them result in a major power shift towards the players.
1: Strain Pool: Characters get a pool of points equal to Toughness that they can spend as strain. It refreshes after every encounter. I put this in place because my players were very risk averse and often refused to use any talents that required strain.
2: Karma: Total Karma equals Karma Ritual x racial modifier. Karma refreshes to full amount once per day (following your Karma ritual, of course) and refreshes by Karma Ritual rank after each encounter. You can spend Karma on ANY talent (spending a number of points up to the talent rank).
3: Pattern Strength: This one was the BIG change. I wanted to have something that emphasized the inherent power of a character's True Pattern, so this is what I came up with. I always hated the fact that the fluff makes such a big deal about your True Pattern, but it never seemed to be as big of a deal as it should be mechanically. This one involves a lot of crazy stuff, so I'll just list the bullet points:
-Pattern Strength may not exceed circle x 3
-You gain +1 Pattern Strength every time you advance a circle
-Pattern Strength ranks can be purchased for 500 Legend Points
-For every rank of Pattern Strength, you may add 1 Talent Option to any Talent OR attach 1 thread to an item to gain a bonus
-No Talent may have more than 2 Talent Options
Talent Options (these abilities apply every time you use the talent):
1: 2nd Chance- Reroll lowest die result
2: Double Down- Double highest die result
3: Exertion- Add a point of Strain to the test result until the test is successful
4: Focus- Ignore situational penalties (environment, wound effects, etc)
5: Expert: Treat success level as one level higher (a Good success becomes Excellent, Excellent becomes Extraordinary, etc)
6: Hardy: Reduce Strain requirement by 1
7: Lucky: Roll 1d4 on every test, but only apply a result of 4 (4 results are re-rolled as normal, but only a result of 4 is applied to the test)
8: Playing the Odds: Roll any combination of dice equal to the maximum dice roll for the Talent (if you roll 2d8 for a Talent test, you may instead roll any combination of dice that add up to a maximum value of 16 [4d4; 2d6+1d4; etc]
Obviously, some of the Talent Options are kind of nuts. I keep meaning to add more, but I just haven't gotten around to it. Also haven't made all the item bonuses that you can purchase with Pattern Ranks.
Anyway, this was what we threw together after a few particularly stale adventures to spice things up. It certainly got my group reenergized, but I shudder to think what would happen to some of these houserules if they escaped the "closed environment" of my group!
Oh, I also totally broke apart discipline progression and essentially made every talent function like a Talent Option at each discipline level (journeyman, warden, etc). Can't remember why I did this, honestly. I think it was because we had to custom build a discipline for a player that wanted to play an assassin from Marac and that was the easiest way to do it. After he had that advantage, I pretty much had to let everyone else do the same for their characters. It'll create balance headaches, but it sure made for some fun character building. As if it wasn't already clear, I don't tend to stand on ceremony when it comes to rules.
So if any new 4e previews strike you as worrisome, just take a moment and be thankful that I'm not one of the people throwing out ideas at the FASA Games design table!
I've got a few doozies that will probably make people cry out in indignation. Most of them result in a major power shift towards the players.
1: Strain Pool: Characters get a pool of points equal to Toughness that they can spend as strain. It refreshes after every encounter. I put this in place because my players were very risk averse and often refused to use any talents that required strain.
2: Karma: Total Karma equals Karma Ritual x racial modifier. Karma refreshes to full amount once per day (following your Karma ritual, of course) and refreshes by Karma Ritual rank after each encounter. You can spend Karma on ANY talent (spending a number of points up to the talent rank).
3: Pattern Strength: This one was the BIG change. I wanted to have something that emphasized the inherent power of a character's True Pattern, so this is what I came up with. I always hated the fact that the fluff makes such a big deal about your True Pattern, but it never seemed to be as big of a deal as it should be mechanically. This one involves a lot of crazy stuff, so I'll just list the bullet points:
-Pattern Strength may not exceed circle x 3
-You gain +1 Pattern Strength every time you advance a circle
-Pattern Strength ranks can be purchased for 500 Legend Points
-For every rank of Pattern Strength, you may add 1 Talent Option to any Talent OR attach 1 thread to an item to gain a bonus
-No Talent may have more than 2 Talent Options
Talent Options (these abilities apply every time you use the talent):
1: 2nd Chance- Reroll lowest die result
2: Double Down- Double highest die result
3: Exertion- Add a point of Strain to the test result until the test is successful
4: Focus- Ignore situational penalties (environment, wound effects, etc)
5: Expert: Treat success level as one level higher (a Good success becomes Excellent, Excellent becomes Extraordinary, etc)
6: Hardy: Reduce Strain requirement by 1
7: Lucky: Roll 1d4 on every test, but only apply a result of 4 (4 results are re-rolled as normal, but only a result of 4 is applied to the test)
8: Playing the Odds: Roll any combination of dice equal to the maximum dice roll for the Talent (if you roll 2d8 for a Talent test, you may instead roll any combination of dice that add up to a maximum value of 16 [4d4; 2d6+1d4; etc]
Obviously, some of the Talent Options are kind of nuts. I keep meaning to add more, but I just haven't gotten around to it. Also haven't made all the item bonuses that you can purchase with Pattern Ranks.
Anyway, this was what we threw together after a few particularly stale adventures to spice things up. It certainly got my group reenergized, but I shudder to think what would happen to some of these houserules if they escaped the "closed environment" of my group!
Oh, I also totally broke apart discipline progression and essentially made every talent function like a Talent Option at each discipline level (journeyman, warden, etc). Can't remember why I did this, honestly. I think it was because we had to custom build a discipline for a player that wanted to play an assassin from Marac and that was the easiest way to do it. After he had that advantage, I pretty much had to let everyone else do the same for their characters. It'll create balance headaches, but it sure made for some fun character building. As if it wasn't already clear, I don't tend to stand on ceremony when it comes to rules.
So if any new 4e previews strike you as worrisome, just take a moment and be thankful that I'm not one of the people throwing out ideas at the FASA Games design table!