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7/19/2019 4:31 am  #21


Re: House rules and changes to rules

rhialto wrote:

I use Tales of the Grotesque and Dungeonesque for inspiration: Vol. 1 has a d100 table of such backgrounds.

 
What a fabulous resource!  Positively ripe with ideas.  Thanks for the pointer.

 

7/19/2019 4:35 am  #22


Re: House rules and changes to rules

Thanks Spider.  I’ve sometimes wondered about using exploding damage, and this looks to be a solid implementation.  The HP boost at 1st level and exploding healing dice acts as a nice counter-balance for the PCs.

 

7/19/2019 8:09 am  #23


Re: House rules and changes to rules

Doctor_Rob wrote:

rhialto wrote:

I use Tales of the Grotesque and Dungeonesque for inspiration: Vol. 1 has a d100 table of such backgrounds.

 
What a fabulous resource! Positively ripe with ideas. Thanks for the pointer.

My pleasure: all three volumes are excellent sources of inspiration for Hyperborea.


"Enough of this intolerable inanity! I propose that such loquacity passes beyond the scope of nuisance and over the verge of turpitude."
Jack Vance, Rhialto the Marvellous
 

7/19/2019 9:00 am  #24


Re: House rules and changes to rules

I think somebody referenced non-weapon skills above, didn't they?  Frankly, we still use the old AD&D 1e/BECMI non-weapon proficiencies/general skills.  They simply tied them to ability scores.  Roll under your ability score on a d20 and you succeed.  Easy.  So if it's a charisma-based skill like bargaining, roll under charisma and you succeed.  You can buy ranks or the DM can assign modifiers for difficulty.  You start with 4 skills and gain 1 at 4th, 7th, and 11th levels.  In AS&SH these are partly determined by your secondary skills background so if it was, say, hunter/trapper your skills would involve survival, tracking, etc.


"Could you fancy me as a pirate bold?  Or a longship Viking warrior with the old gods on his side?  Well, I'm an inshore man and I'm nobody's hero.  But I'll make you tight for a windy night and a dark ride."--Jethro Tull
 

7/19/2019 10:39 am  #25


Re: House rules and changes to rules

Spider of Leng wrote:

Also, all PCs get a 20 HP "kicker" at 1st level.  I cribbed this one from Hackmaster.

Characters begin with HP equal to Constitution

As characters level, they re-roll HP dice and only begin to increase total HP when the dice roll (+con mod) is greater than their Con attribute.

HP over Con attribute restores overnight with a good rest. HP up to their Con restore more slowly like normal HP.

I had toyed with monsters crits not being multiples of their damage dice but going straight against (Con) HP but it seemed a bit too dangerous...

Not original, I stole the idea from somewhere.


 

Last edited by mabon5127 (7/19/2019 10:39 am)


“How can I wear the harness of toil
And sweat at the daily round,
While in my soul forever
The drums of Pictdom sound?” 
 

9/04/2019 7:44 am  #26


Re: House rules and changes to rules

rhialto wrote:

No, you weren't misreading my post at least, and I think you're right now: it just seems like a sequence, since they're not alphabetically ordered. Now that I reread the Initiative section on p.244 it's clear that within a Phase the priority of determining action sequence is 1) Highest Initiative Roll, 2) If same Initiative Roll, in order of Dexterity Score, 3) If same Dexterity Score, Simultaneous. Thanks!

Although I'm a few months behind, Rhialto, I'm really glad you brought this up.  All this time, I've been interpreting the text the same way you and Jimm.Iblis did!  As you said, if the melee–missile–magic–move order on Table 89 isn't a sequence, then what is it?  In hindsight, it might just be the order of greatest frequency; i.e. since melee attacks are the most common activity in combat, and so on.  Perhaps my clue should have been that if this were indeed a 2x4 action sequence, the rules would speak of *eight* phases, rather than two.

I'm now looking forward to trying the 'true' AS&SH two-phase system… but I'm also considering making an exception for combatants with readied missile weapons (arrow nocked, crossbow loaded and aimed, Radium pistol charged and aimed, etc), and allowing such weapons to fire in 'phase 0' before any initiative-based actions.  The quick and the dead, indeed.  Or should we give this advantage only to warriors with mastery in the given missile weapon (à la AD&D weapon spec)?

~ sub

 

9/04/2019 10:24 am  #27


Re: House rules and changes to rules

mabon5127 wrote:

Characters begin with HP equal to Constitution.
As characters level, they re-roll HP dice and only begin to increase total HP when the dice roll (+con mod) is greater than their Con attribute.
HP over Con attribute restores overnight with a good rest. HP up to their Con restore more slowly like normal HP.
...
Not original, I stole the idea from somewhere.

I really like this idea, Mabon, and just might steal it for myself!  :-) A 20-hp kicker may be appropriate for Hackmaster but it's a bit much for this game (unless, like Spider of Leng, you use full exploding damage dice AND up to x5 crits… then your PCs might need it!)

A compromise, which I've settled on for my upcoming PbP game, is to give each PC a permanent kicker of ½ CN, rounded down.  It should prove helpful at low levels and less noticeable later on.  Of course, the sauce is there for both goose and gander in terms of leveled NPCs.

Some of my other house rules (and I'm trying to keep this a tight list – we already have a great system to begin with!):

Thief abilities (Table 11).  I'm borrowing from AD&D 2e and later editions the idea of customizing thief skills somewhat.  Instead of the fixed +1 bonus for high attributes, the character gets a pool of discretionary points equal to (DX-10) plus the # of bonus languages from his IN.  Each point improves a chosen thief ability by 1-in-12, with a cap of +3 to any one.  This applies to all thief subclasses except bards, who get (DX-10)/2 plus # lang's since they have fewer thief abilities.

(Ex. a thief with DX 13 & IN 13 gets four points; he can use 3 to raise Climb Walls to 11:12, and the remaining 1 to raise Decipher Script to 1:12, or apply it to any other ability except Read Scrolls which is locked until 5th level.)

Runegravers.  I am toying with the idea of adding 8 more runes, thus making the complete Elder Futhark available.  I'll probably sound this out further in another thread…

Armour (Table 46).  Again inspired by AD&D and Gygax, I've slightly changed the stats of laminated and splint armours to differentiate them from chain and banded mail, respectively.  They are cheaper (60gp for laminated, 100gp for splint) and are both now vulnerable to the +1 bonus of armour piercing weapons (those marked Ω).  Further, splinted armour now has MV 20 and is treated as heavy armour for the sake of class abilities and spell failure.

Melee Weapons (Table 48).  Changed the damage for WC 2 broadsword and scimitar to 2d4 (1d6+1d4).

Missile Weapons (Table 49).  A heavy crossbow has the (Ω) trait at short range, and does 2d4+2 damage at any range.

Spells.  I'd love to incorporate the wild summoning rules from _Lamentations of the Flame Princess,_ but haven't yet worked out how…

Treasure.  The weird-tech "Eyes" from Tekumel will be a thing, and the isotopic guns from Geoffrey's _Carcosa_ will definitely be a thing!

~ sub

Last edited by Q-sub (9/04/2019 10:29 am)

 

9/04/2019 8:27 pm  #28


Re: House rules and changes to rules

Regarding my 20 hp kicker houserule: If the players are legit rolling,after a few levels, with the exception of mages to some extent, it's not that much of an advantage.  By the time the characters are 6th level or whatever they are generally the same as pcs who would have high "normal" hit points.  But it is immensely helpful for surviving the first couple levels, unless of course, you get a massive critical. 

On a related note, I recall back in the day when people always seemed to have characters with near max hit points and swear they legit rolled them.  The worst was a guy with a barbarian PC with 18 CON (of course) who had 176 hit points at 10th level!  He claimed all the d12 rolls were legit.  And according to UA, barbarians got double hp bonuses for high constitution.

Sorry for the digression; always interesting to see other people's house rules.


"Could you fancy me as a pirate bold?  Or a longship Viking warrior with the old gods on his side?  Well, I'm an inshore man and I'm nobody's hero.  But I'll make you tight for a windy night and a dark ride."--Jethro Tull
 

2/20/2020 1:23 pm  #29


Re: House rules and changes to rules

House Rule I think I am going to implement.

Two-weapon fighting for monks, but only for empty hand fighting (caestus can be used however as they are mentioned as being included in the Empty Hand ability).

They can do it even without have a 13 or greater DX.

For DX under 13 they still suffer a -3 attack penalty. Otherwise everything else is the same.

So, no attack penalty from their Primary Weapon (WC 0) but a possible 0 to -3 attack penalty from their Secondary Weapon (also WC 0). They still get their damage bonuses from Accurate Strike and the caestus.

It makes them slightly more effective in melee, but they aren't gonna replace a fighter-type any time soon with their not so great AC.


What? Me worry?
 

2/20/2020 4:20 pm  #30


Re: House rules and changes to rules

I think that's pretty much by the book - the only part deviating from rules-as-written is the abolishment of minimum DX to perform the maneouvre.

 

2/20/2020 4:48 pm  #31


Re: House rules and changes to rules

Speaking of two-weapon fighting, I sometimes allow players (martial types) to roll for ambidexterity, with a base 1% chance.  If they have it, they can fight with two weapons at no penalty.  In my Labyrinth Lord or (upcoming) OSE games, elves have a higher chance, 10%; and half-elves have a 5% chance.  Obviously that wouldn't apply to AS&SH, but the first half-elf I rolled up for OSE turned out to be ambidextrous.  In Castles & Crusades I think all elves are automatically ambidextrous, again, not that that matters here.  But you could have certain schools of martial arts (for monks) or swordsmanship that specifically teach two weapon fighting styles like Musashi did.  But have it take up all their proficiency slots or something like that.  I also let monks incorporate weapons into their unarmed fighting if it makes sense for a martial arts style they describe, like crane style using jo sticks.  So the damage they do is off the style rather than the weapon.  Wouldn't matter here since AS&SH nerfs the monk's unarmed damage, but it's interesting in straight D&D/Labyrinth Lord.


"Could you fancy me as a pirate bold?  Or a longship Viking warrior with the old gods on his side?  Well, I'm an inshore man and I'm nobody's hero.  But I'll make you tight for a windy night and a dark ride."--Jethro Tull
 

2/21/2020 8:15 am  #32


Re: House rules and changes to rules

Ynas Midgard wrote:

I think that's pretty much by the book - the only part deviating from rules-as-written is the abolishment of minimum DX to perform the maneouvre.

Two deviations.
 * Monks can do two-weapons fighting with a DX below 13, but only empty handed.
 * Monks with a DX below 13 suffer a -3 penalty with their Secondary Weapon instead of a -2

I erred on the side of being complete about the change which includes much of the BtB text. Mostly to avoid pedants looking for holes to wiggle through.


What? Me worry?
 

2/21/2020 8:16 am  #33


Re: House rules and changes to rules

Spider of Leng wrote:

Speaking of two-weapon fighting, I sometimes allow players (martial types) to roll for ambidexterity, with a base 1% chance.  If they have it, they can fight with two weapons at no penalty.  ...

I roll with high DX being the marker of that.


What? Me worry?
 

2/21/2020 8:25 am  #34


Re: House rules and changes to rules

gizmomathboy wrote:

Ynas Midgard wrote:

I think that's pretty much by the book - the only part deviating from rules-as-written is the abolishment of minimum DX to perform the maneouvre.

Two deviations.
 * Monks can do two-weapons fighting with a DX below 13, but only empty handed.
 * Monks with a DX below 13 suffer a -3 penalty with their Secondary Weapon instead of a -2

I erred on the side of being complete about the change which includes much of the BtB text. Mostly to avoid pedants looking for holes to wiggle through.

Pedant's Wiggle was one of Rhialto the Marvellous's favorite spells, right?

 

2/21/2020 12:18 pm  #35


Re: House rules and changes to rules

Handy Haversack wrote:

gizmomathboy wrote:

Ynas Midgard wrote:

I think that's pretty much by the book - the only part deviating from rules-as-written is the abolishment of minimum DX to perform the maneouvre.

Two deviations.
 * Monks can do two-weapons fighting with a DX below 13, but only empty handed.
 * Monks with a DX below 13 suffer a -3 penalty with their Secondary Weapon instead of a -2

I erred on the side of being complete about the change which includes much of the BtB text. Mostly to avoid pedants looking for holes to wiggle through.

Pedant's Wiggle was one of Rhialto the Marvellous's favorite spells, right?

The first thing we do, let's kill all the rules lawyers. https://cdn.boardhost.com/emoticons/lol.png


Michael Sipe 1979-2018
Rest in peace, brother.
 

2/21/2020 6:08 pm  #36


Re: House rules and changes to rules

Handy Haversack wrote:

Pedant's Wiggle was one of Rhialto the Marvellous's favorite spells, right?

Technically, Pedant's Wriggle; Pedant's Wiggle is useful in dealing with cankers, though. But it does illustrate the importance of every element when it comes to sorcery.
 


"Enough of this intolerable inanity! I propose that such loquacity passes beyond the scope of nuisance and over the verge of turpitude."
Jack Vance, Rhialto the Marvellous
 

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