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.