First Edition House Rules: Difference between revisions

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Characters can also learn Exploit Weakness for other schools. Ranks 1 and 2 can only be gained after Stories in which the character defeated an Apprentice of that other school in a duel or some other form of single combat; Rank 3 can be only be purchased after a Story in which a Journeyman was defeated. Rank 4 requires defeating a Master, and Rank 5 requires defeating a Grandmaster, several Masters at once or a similar extraordinary feat.
Characters can also learn Exploit Weakness for other schools. Ranks 1 and 2 can only be gained after Stories in which the character defeated an Apprentice of that other school in a duel or some other form of single combat; Rank 3 can be only be purchased after a Story in which a Journeyman was defeated. Rank 4 requires defeating a Master, and Rank 5 requires defeating a Grandmaster, several Masters at once or a similar extraordinary feat.
==Reputation==
Rather than one Reputation points scale which runs from 130 to -130, we will be using three, interrelated types of Reputation:
* '''Hero Reputation''' -- Characters earn Hero Reputation for doing honorable and heroic deeds, largely according to the rules for earning Reputation in the core books, and spend Hero Reputation Dice accordingly.
* '''Villain Reputation''' -- Characters earn Villain Reputation for doing dishonorably and evil deeds that reflect a malignant heart, largely according to the rules for earning Negative Reputation in the core books, and spend Villain Reputation Dice accordingly.
* '''Scoundrel Reputation''' -- Characters earn Scoundrel Reputation for doing disreputable deeds towards good (or at least ambiguous) ends but with an "ends-justify-the-means" attitude. It is an easy slide from Scoundrel Reputation to Villain Reputation, however: every time a Scoundrel earns Villain Reputation, an equal number of Scoundrel points turn to Villain Reputation, representing people's bad suspicions being confirmed. Scoundrel Reputation Dice can be spent on shady ends just short of villainy.
:::''Example: Jean-Petit, with Scoundrel Reputation 10, Villain 0 and Hero 0 receives 3 Villain Reputation points after he lets the villainous Major Montrere have the farmer's daughter. In addition to earning 3 Villain points, 3 of Jean-Petit's Scoundrel points turn to Villain points, so that he now has Villain 6, Scoundrel 7, Hero 0.
Characters can have no more than 130 total points amongst all three types of Reputation. If the 130 limit has been reached but a character has several types of reputation, they can continue to increase one type by decreasing another type. Recognition rolls and similar tests of notoriety are made with total Reputation Dice based off the sum of all three types of Reputation.
When determining the number of Reputation dice available to a character in a given situation, different types of Reputation may subtract from each other as follows:
* Villain Reputation '''always''' subtracts from Hero Reputation
* Hero Reputation '''usually''' subtracts from Villain Reputation
* Scoundrel Reputation '''sometimes''' subtracts from Hero Reputation
* Hero Reputation '''rarely''' subtracts from Scoundrel Reputation
* Scoundrel Reputation '''rarely''' subtracts from Villain Reputation
* Villain Reputation '''rarely''' subtracts from Scoundrel Reputation

Revision as of 18:32, 6 October 2009

Here are some house rules I'll be using:

Drama Dice

At the beginning of each Story, players start with 3 Drama Dice, rather than a number equal to their lowest attribute. As the party begins to reach Journeyman/Adept levels, they will begin with 4 Drama Dice; when the party reaches Master levels, they will begin with 5. If a player's character does not have a Major Advantage (Swordsman Schools, Sorcery, Dracheneisen, etc.) they begin with an additional Drama Die.

Drama Dice turn into XP when they are received, rather than if they are unspent at the end of a Story.

Players can nominate other players for Drama Dice.

GMs continue to receive Drama Dice as normal.

Brute Squads

To make Brutes a little more threatening (though still not particularly threatening), Brute squads now roll Threat Rating + Number for all rolls (instead of Number keep Threat Rating). This means a full TR3 Brute squad rolls 9k3 to attack, and a single TR3 Brute rolls 4k3. Does this make Brutes more dangerous? Absolutely, but as it is an unlimited number of Brutes essentially poses no threat to players. Here, players may take a few flesh wounds fighting Brutes, but still can largely defeat them.

NB: This rule may be refined in play; if it increases the power of Brutes too much, it may be toned back. I'm also considering requiring 2 raises to knock out high-TR Brutes. I might also employ this rule as a "half-step" modifier for Brute Squads - tougher brutes use this rule, while others don't.

Flesh Wounds & First Aid

At present, the First Aid knack - which heals Flesh Wounds - is largely useless, as Flesh Wounds heal at the end of any combat. This also causes a problem with Flesh Wounds gained from traps, poison, et cetera. To solve this, Flesh Wounds last until a character has a chance to rest between Scenes. If several Scenes string together without a chance to rest, Flesh Wounds do not heal.

Purchasing Swordsman Schools in Play

Swordsman Schools cost 50 XP to purchase in play, but they can be bought gradually in the following order:

1.) School Basics -- 10 XP The basics of a school's style cost 10 XP, though they provide no mechanical benefit.

2.) Swordsman Knacks -- 3 @ 10 XP each The three substantive (non-Exploit Weakness) knacks of a school cost 10 XP each and are acquired at Rank 1.

3.) Apprentice Ability -- 10 XP The character is now an Apprentice, and receives Exploit Weakness 1 for free as a consequence.

Characters who already possess some of a school's knacks or the Apprentice ability of a school (as in the case of Desaix and Valroux) do not have to purchase those parts of the school. In that case, they receive their Apprentice level and their free rank in Exploit Weakness when they purchase their last portion of the school.

As per the rules in the Player's Guide, a character must already have both skills in the school's curriculum before beginning to learn the school.

Characters learning a school are considered to have a Mastery level of 0, and all Exploit Weakness attempts against them are at +1 unkept dice.

Exploit Weakness Knack

While you receive one free rank in Exploit Weakness (Your School) when you purchase a Swordsman School, Exploit Weakness is no longer required as a knack for raising your school. Instead, the Attack knack associated with your school's primary weapon needs to be raised to 4 for Journeyman and 5 for Master. You also receive a free rank in Exploit Weakness when you reach Journeyman and again when you reach Master, though the Knack can never be raised above 5.

Characters can also learn Exploit Weakness for other schools. Ranks 1 and 2 can only be gained after Stories in which the character defeated an Apprentice of that other school in a duel or some other form of single combat; Rank 3 can be only be purchased after a Story in which a Journeyman was defeated. Rank 4 requires defeating a Master, and Rank 5 requires defeating a Grandmaster, several Masters at once or a similar extraordinary feat.

Reputation

Rather than one Reputation points scale which runs from 130 to -130, we will be using three, interrelated types of Reputation:

  • Hero Reputation -- Characters earn Hero Reputation for doing honorable and heroic deeds, largely according to the rules for earning Reputation in the core books, and spend Hero Reputation Dice accordingly.
  • Villain Reputation -- Characters earn Villain Reputation for doing dishonorably and evil deeds that reflect a malignant heart, largely according to the rules for earning Negative Reputation in the core books, and spend Villain Reputation Dice accordingly.
  • Scoundrel Reputation -- Characters earn Scoundrel Reputation for doing disreputable deeds towards good (or at least ambiguous) ends but with an "ends-justify-the-means" attitude. It is an easy slide from Scoundrel Reputation to Villain Reputation, however: every time a Scoundrel earns Villain Reputation, an equal number of Scoundrel points turn to Villain Reputation, representing people's bad suspicions being confirmed. Scoundrel Reputation Dice can be spent on shady ends just short of villainy.
Example: Jean-Petit, with Scoundrel Reputation 10, Villain 0 and Hero 0 receives 3 Villain Reputation points after he lets the villainous Major Montrere have the farmer's daughter. In addition to earning 3 Villain points, 3 of Jean-Petit's Scoundrel points turn to Villain points, so that he now has Villain 6, Scoundrel 7, Hero 0.

Characters can have no more than 130 total points amongst all three types of Reputation. If the 130 limit has been reached but a character has several types of reputation, they can continue to increase one type by decreasing another type. Recognition rolls and similar tests of notoriety are made with total Reputation Dice based off the sum of all three types of Reputation.

When determining the number of Reputation dice available to a character in a given situation, different types of Reputation may subtract from each other as follows:

  • Villain Reputation always subtracts from Hero Reputation
  • Hero Reputation usually subtracts from Villain Reputation
  • Scoundrel Reputation sometimes subtracts from Hero Reputation
  • Hero Reputation rarely subtracts from Scoundrel Reputation
  • Scoundrel Reputation rarely subtracts from Villain Reputation
  • Villain Reputation rarely subtracts from Scoundrel Reputation