Results 1 to 8 of 8
Thread: House Rules
-
03-07-2003, 08:34 PM #1
- Join Date
- Sep 2002
- Location
- California, near LA. (Mo
- Posts
- 143
- Downloads
- 0
- Uploads
- 0
> Mark_Aurel wrote:
> Basically, the monastic version of the cleric was a bit too much of a house rule thing - I still like the idea, but overall, I don`t think it`s a "BR specific" enough idea to warrant inclusion in the base BR rules.
Just a small announcement:
I`d be very interested in seeing the house rules you guys use to play your
Birthright games. Nevermind whether or not its actually inspired from the
original books, or its if its changing some story elements or D&D concepts
or whatever. Whether or not they`re true to the "spirit of 3e" or to the
"spirit of Birthright", I`d be interested in any game mechanics that you
guys have used to make your games more interesting, fun, themes, or
whatever.
I myself am considering implementing a rule saying that no non-blooded
character can level up past level 6. Is it balanced? Not really. Is it
close to the spirit of D&D? Not particularly. But I think it will put
blooded heroes at the forefront of adventure, strongly emphasise the role of
the blooded in the setting in both the divine right to rule and the
responsibility of power, which is kind of a theme for my next campaign.
There`s a few more little gimmicks that I`m thinking of using for this
Cerelian-based bloodline-focussed campaign, in which the goal is to purify
the family bloodline that has been corrupted by the Blood of Darkness.
Any interesting/different ideas you guys have to customize your games?
************************************************** **************************
The Birthright Homepage: http://www.birthright.net
Birthright-l Archives: http://oracle.wizards.com/archives/birthright-l.html
To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM
with UNSUB BIRTHRIGHT-L in the body of the message."Chance favors the prepared mind."
--Sir Isaac Newton
-
03-07-2003, 09:09 PM #2
- Join Date
- May 2002
- Location
- Glasgow, Scotland
- Posts
- 120
- Downloads
- 10
- Uploads
- 0
I'm running a court-intregue heavy / adventure light campaign and we use the Grim-n-Gritty Hit Point and Combat Rules by Kenneth S. Hood as well as the following modifications to magic:
Divine Magic
Divine spells casting time is extended to 1 full round per level of the spell. (Orison's casting time remains 1 action unless otherwise stated in the spell description.)
The following feat is available:
Devotional Chant [Special]
Prerequisite: Ability to cast divine spells
Benefit: Each time the caster takes this feat, the casting time of a spell is reduced by one full round action.
Spells with a casting time of 1 full round action are reduced to one standard action.
Spells with a casting time of 1 standard action cannot be reduced.
Arcane Magic
Each time a caster attempts an arcane spell, they must make a Fortitude save vs. DC 10 + the level of the spell. If they fail, they receive 1d6 point of subdual damage.
Basically, the grim and gritty system meshed unbelieveably nicely with the theme I wanted for the campaign (imagine a panicked magician getting lucky and skewering a charging doppleganger with a halfspear in one blow - actually happened) and the magic changes are to compensate.
The magic changes are subject to change as we playtest though...
CM.
-
03-07-2003, 09:17 PM #3
- Join Date
- Feb 2003
- Posts
- 13
- Downloads
- 0
- Uploads
- 0
Two things in response to you CMonkey
1. According to your profile, its your birthday, so have a happy one ;)
2. Is your fort save or subdual damage per spell level (i.e., I mess up a fireball, 3d6 subdual) or just flat out?
-
03-07-2003, 11:26 PM #4
- Join Date
- Apr 2002
- Location
- BR mailing list
- Posts
- 1,538
- Downloads
- 0
- Uploads
- 0
I`ve been playing with a house rules that most monsters are blooded.The
rationale is that monsters in Cerilia are more-or-less unique creatures,
often sired by Awisleign. Like the lesser chimeras in the Chmeradon.
Most critters have a bloodline strength of HD *2, though Magical Beasts only
have HD *1 and Abberations, Dragons and their ilk have HD *3 or even more.
This is just a benchmark, and I can change it as suits the occasion. They
generally have Azrai`s bloodline. Need I say that monsters are also
relatively rare?
This means that monster-killing is a favourite pastime of brave young
knights, who stand to improve their bloodline this way. It also leads to a
fair number of corrupted scions, both PCs and NPCs.
Speaking of corruption, when you commit bloodtheft I have you make two
saving throws - Will and Fort. The DC is 10 + the increase you got, +5 if
the stolen bloodline was Azrai. If the Will save fails, you pick up some of
the personality of your victim. If the Fort save fails, you are forced to
gain some bloodform ability (which is not related to your victim in any
way). If both fail, your bloodline is corrupted and changes into that of
your victim, AND you suffer both bloodform and mental changes. Two of my
players how have gross physical changes, while most of them have picked up
some less-than-desireable traits.
/Carl
__________________________________________________ ___
Gå före i kön och få din sajt värderad på nolltid med Yahoo! Express
Se mer på: http://se.docs.yahoo.com/info/express/help/index.html
************************************************** **************************
The Birthright Homepage: http://www.birthright.net
Birthright-l Archives: http://oracle.wizards.com/archives/birthright-l.html
To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM
with UNSUB BIRTHRIGHT-L in the body of the message.NOTE: Messages posted by Birthright-L are automatically inserted posts originating from the mailing list linked to the forum.
-
03-08-2003, 07:02 AM #5
----- Original Message -----
From: "Lord Rahvin" <lordrahvin@SOFTHOME.NET>
Sent: Friday, March 07, 2003 2:17 PM
> I`d be very interested in seeing the house rules you guys use to
> play your Birthright games.
I`ve been thinking of adapting the concept of the "ancestoral weapon". If
so, I`d drop much of the generic weaponry. To be able to create an
ancestoral weapon, one would need to be blooded. I like the mechanics found
in OA, and LotFR for their ancestrals, but I also like the inspiration of
the West, like Sigfreid and other heroes who crafted their own weapons.
If a character crafts a masterwork weapon, they can imbue it with their own
blood power. With the sacrifice of one point of blood strength, a sword can
be "blooded weapon" (magic weapon) can be created. I use the Rokugan
(LotFR) rules for addition costs per weapon bonus. I have assigned all the
powers of standard weapons (from the DMG) to bloodline derivations.
Andurias: Holy, Keen, Lawful, Mighty Cleaving
Reynir: Distance, Shock, Shocking Burst
Brenna: Chaotic, Keen, Speed
Basaia: Brillian Energy, Disruption, Flaming, Flaming Burst
Masela: Defending, Holy, Thundering
Vorynn: Dancing, Disruption, Ghost Touch, Spell Storing
Azrai: Frost, Icy Burst, Unholy, Vorpal, Wounding
Intelligent weapons are all blooded.
Other magical weapons (such as the ones already in the campaign) are mostly
created by clerics. Once you have created blooded weapons, they are bound
to you and you cannot create new ones unless the old ones are totally
destroyed. If you ever want to go back and make your weapon more powerful,
you have to sacrifice another point of blood strength.
Kenneth Gauck
kgauck@mchsi.com
************************************************** **************************
The Birthright Homepage: http://www.birthright.net
Birthright-l Archives: http://oracle.wizards.com/archives/birthright-l.html
To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM
with UNSUB BIRTHRIGHT-L in the body of the message.
-
03-09-2003, 07:58 PM #6
- Join Date
- Feb 2003
- Location
- Israel
- Posts
- 37
- Downloads
- 0
- Uploads
- 0
I use several house rules, although we have only started our campaign so you can say I am still playtesting them.
Most rules have little to do with BR, they are just D&D house rules. For example, I don't allow clerics to spontanously cast cure or inflict spells. Instead, they can spontanously cast their domain spells, which they can also prepare according to their domain level (even if they are not on the cleric's spell list). It helps seperate one deity from each other.
In the BR campaign, I am requiring an expenditure of 1 Con to make a magic item (except potions or scrolls). I am considering compensating by not requiring feats to make magic items. I'll also be using Swords of Our Fathers, for truly legendary weapons (like the Sword of Roele).
I also have a whole host of rules regarding the shadow world, but they are way to long to post here. Come to think of it, I would appreciate feedback on them... I think I'll start another thread...
-
03-11-2003, 09:55 AM #7
- Join Date
- May 2002
- Location
- Glasgow, Scotland
- Posts
- 120
- Downloads
- 10
- Uploads
- 0
Originally posted by Dantain
Two things in response to you CMonkey
1. According to your profile, its your birthday, so have a happy one ;)
2. Is your fort save or subdual damage per spell level (i.e., I mess up a fireball, 3d6 subdual) or just flat out?
2. Yes, it's per spell level.
CM.
-
03-11-2003, 01:57 PM #8
We have established different dragon types. They are as rare as ever, but they have different colors (chromatic and metal). In the shadow world are found shadow-dragons and draco-lichs...
May Khirdai always bless your sword and his lightning struck your enemies!
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks