PencilBoy99
Topic Author
Posts: 68
Joined: Fri 05 Oct 2018, 18:21

House Rules Collections

Mon 15 Feb 2021, 18:04

Can anyone share their collections of house rules?
 
currentpattern
Posts: 35
Joined: Sun 06 Dec 2020, 11:02

Re: House Rules Collections

Sat 20 Feb 2021, 05:54

Oh I have so many. I'd call them more homebrew modifications/add-ons to the system.

Here's my Hirelings/Followers/Cohorts and Loyalty/Morale rules.
https://forbiddenlandsopentable.obsidia ... nd-cohorts

I've got rules for buying & selling in different kinds of market places.
https://forbiddenlandsopentable.obsidia ... ear#buying

Hey you want some siege gear?
https://forbiddenlandsopentable.obsidia ... gear#siege
These gear items are meant to go along with this "Burning Sands: Squad Scale Combat" using FL rules (someone else on this forum, I forgot, made squad-scale combat)
https://onedrive.live.com/?authkey=%21A ... 29&o=OneUp

Oh, I've modified Reputation: You have Cruelty & Justice reputation. You also get Cruelty & Justice reputation for individual adventure sites, like a village where you're particularly well-loved or hated.
https://forbiddenlandsopentable.obsidia ... Reputation

Those are the big ones.
There's some journeying house-rules:
1) Each resource dice simply count as 3 units of the resource. I got rid of rolling resource dice- too much rolling for my players' tastes.
2) If you've been to a hex before, and it's OPEN terrain, no LEAD THE WAY roll is needed. If it's DIFFICULT, you get +2 LEAD THE WAY.
If you're on one of the (rare) dwarven ROADS, no LEAD THE WAY is needed. If you're on a TRAIL (typical between villages), you get +2 LEAD THE WAY.
3) You MAY do multiple actions while journeying: i.e. LEAD THE WAY and FORAGE. However, both rolls suffer -1.
4) Changed some LEAD THE WAY mishaps: Results 22-26 and 41-45, 46-52 are "LOST: roll 1D10. The characters exit (or are facing) the face of the hex indicated by the die roll: 1-4, 1 hex face left of intended direction. 5, 6: face of intended direction. 7-10: hex face right of intended direction. Players are not told which hex they're now facing."
5) When HUNTING or FISHING, only a failure that includes a BANE triggers the mishap table. Same with a failed SLEEP roll.
6) Codified the EXPLORE action for hexes without an established adventure site:
If a hex has no known adventure site, you may EXPLORE it to search for anything of interest. Only one individual becomes the lead explorer. Roll for SCOUTING, modified by visibility. Others may assist in this roll, but note that this roll does NOT have the same effect as KEEP WATCH. It's a good idea to retain a lookout. Explorer may KEEP WATCH as well, with -1 penalty for both rolls.
Success means, if there is a hidden adventure site in the hex, you find it. Multiple successes may reveal greater detail or hidden caches.
failure means nothing is found. If a failure includes a SKULL, roll on the LEAD THE WAY mishap table.
Encouters are TWICE as likely when EXPLORING, and if intending to move through a hex, movement takes TWICE the time:
OPEN: (foot) 1 hex/q (horse) 1.5 hex/q
DIFFICULT: (foot) .5 hex/q (horse) .5hex/q
7) For when players are traveling a route they've already traveled many times, or on the route home after a long adventure end the end of session is near, I have FAST TRAVEL RULES:
1) Calculate distance to the destination and divide by average speed (hexes/day), rounded up.
Foot: # of Hexes / 4 = X
Horseback: # of Hexes / 6 = X
2) Reduce Food Resource Dice: Increase days by 2 for every X in a successful Survival roll.
D12 -> D10 (9 days) -> D8 (18 days) -> D6 (24 days) -> X (29 days)
D10 -> D8 (8 days) -> D6 (14 days) -> X (18 days)
D8 -> D6 (6 days) -> X (11 days)
D6 -> X (5 days)
(If not using Resource dice, 1 day = 1 food, 1 water)
3) Make a single Survival roll which requires the number of successes equal to X
4) For every missing success, an event happens.
Um, yeah, I've got a lot more little ones, but those are the biggest. Working on porting An Echo, Resounding's Domain Management into this too. That'll be a big'n.
 
Lalipat
Posts: 103
Joined: Sun 31 Dec 2017, 12:43

Re: House Rules Collections

Tue 23 Feb 2021, 23:20

I finished writing my rules for weather and seafaring today. I will use them in my campaign in Trachoria (another setting written by Erik Granström) and probably no one, other than me and my players, will find it useful. Also, it is written in Swedish, but anyway...

https://drive.google.com/file/d/1Duh2eE ... p=drivesdk
 
currentpattern
Posts: 35
Joined: Sun 06 Dec 2020, 11:02

Re: House Rules Collections

Tue 02 Mar 2021, 02:29

probably no one, other than me and my players, will find it useful. Also, it is written in Swedish, but anyway...
Oh I might find them incredibly useful if you were to translate into English :p
 
JohanR
Posts: 184
Joined: Tue 02 Mar 2021, 23:34

Re: House Rules Collections

Wed 03 Mar 2021, 00:41

My modifications to the game called "Reforged Power" can be found in this post:
viewtopic.php?f=79&t=7456
Most of the work is my own, but it also contains a lot of house rules/ideas taken from others on these forums.
 
Lalipat
Posts: 103
Joined: Sun 31 Dec 2017, 12:43

Re: House Rules Collections

Wed 03 Mar 2021, 22:17

probably no one, other than me and my players, will find it useful. Also, it is written in Swedish, but anyway...
Oh I might find them incredibly useful if you were to translate into English :p
Now available at DriveThruRPG: https://www.drivethrurpg.com/m/product/348612
 
currentpattern
Posts: 35
Joined: Sun 06 Dec 2020, 11:02

Re: House Rules Collections

Sat 06 Mar 2021, 19:03

Now available at DriveThruRPG: https://www.drivethrurpg.com/m/product/348612
Cool, very nice, thank you! Purchased!

What do you think about river travel? I've got a party using a Rowboat to transport a load of barrels downriver. Seems like if they chose the Drift action, the river would take them 1 hex downriver. So far, I decided that if they want to row downriver, it's the same speed as horseback (3 hex/quarter day). If they want to row upstream, it takes 1 hex/quarter day.

Thoughts on that?

I think since river travel might be more common in the Ravenlands than seatravel, you might want to add an addendum in your document about it.
 
Lalipat
Posts: 103
Joined: Sun 31 Dec 2017, 12:43

Re: House Rules Collections

Sat 06 Mar 2021, 20:14

Yes, I probably should! Thank for input! I agree that the streams (upriver/downriver) should have a larger impact on river travels by oars and drift than the wind direction. I think your solution sounds quite reasonable. Who should I credit if I put it in the document?
 
currentpattern
Posts: 35
Joined: Sun 06 Dec 2020, 11:02

Re: House Rules Collections

Mon 08 Mar 2021, 02:34

Who should I credit if I put it in the document?
Thanks! No need to credit, I appreciate it though.

Know what I just did? So, I'm using your rules, but I've reduced the speed of all sailing boats' REACHING & DOWNWIND speeds by 1. Then I've increased the rowing speed of canoes and rowing boats by 1.

Then I've said that traveling down-river adds +1 hex per quarter day traveling, and traveling up-river or in marshland inflicts -1 hex per quarter day traveled.

I also modified the Sea Travel Mishaps in a way that I think takes your rules into account a bit better.
Image
 
Lalipat
Posts: 103
Joined: Sun 31 Dec 2017, 12:43

Re: House Rules Collections

Tue 09 Mar 2021, 10:43

Great! It may be good to reduce the sailing movement when travelling by river, as you write. It should probabltäy have an own section. Thanks for input!

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