Other house rules
Although not strictly related to PbP and streamlining our game, some house rules where proposed and accepted by the group. They're described below.
They are not set in stone, though.
Feel free to talk about it in the OOC thread and if you and most of the players don't like one of them we can surely change it or reach a compromise.
House rule 6 - Repair items
The rulebook is not clear if tools are necessary to repair items, just to craft them. It makes sense that they are necessary but, on the other hand, I don't want you to carry spare weapons or a lot of tools. Damaging items are quite frequent, after all. As such, we will use the following rules:
1 - Like crafting, advanced items
require special talents to repair (see boxed text below). Simple items can be repaired by anyone.
[ +- ] Pg 52, Player’s Handbook
SIMPLE AND ADVANCED ITEMS
All items in the game fall into one of two categories: SIMPLE and ADVANCED. SIMPLE items are items anyone can make and repair with the CRAFTING skill, while ADVANCED items require specific talents to make or repair. Every item in the Gear List in Chapter 9 is categorized, and the talent required for ADVANCED items is listed for each item.
2 - Tools and functions
are not necessary to repair an item, but are
useful. If you have them you will receive a +1 Gear Bonus (D6) for each tool that you use and is necessary to craft that item. As usual, the tool can be broken if you push its Gear dice and roll "1" (a skull). Each Function necessary to craft (ex: Forge) adds a D8 Artifact Die when used to repair. The Function cannot be broken nor damaged if you push that roll.
House rule 7 - XP, catching up and character death
This game's XP is now tracked in two ways:
-
Total XP: The overall XP the character or companion has earned.
-
Unspent XP: The XP currently available for talents and skills.
In the event that a new player joins the group, another companion is introduced, a character dies or someone falls behind the group in total XP for any reason, the following rules apply.
Starting XP for New PCs or Companions:
Any new PC or companion (due to character death or not) will begin with
half of the group's
highest total XP (rounded down).
Catching Up to the Group:
If any player character or companion has less total XP than the group’s
highest value, they will gain
1 extra XP per day until their total XP equals the group's maximum.
House rule 8 - Maximum Encumbrance
You can temporarily carry more than your normal encumbrance limit, with some penalties and necessary Endurance rolls (see pg. 37 of the Player’s Handbook for more detail). As always, depending on the situation or the terrain the GM may also apply modifiers to that roll.
Even over-encumbered and succeeding in those rolls, the absolute maximum a single player character can ever carry is determined by the following formula:
Maximum Encumbrance = (4 × Strength) + (2 × Bonus from Pack Rat, if applicable)
Strength: The character's base Strength attribute. Don't use the temporary rating reduced by taking damage.
Pack Rat: If the character has the Pack Rat talent, the bonus given to regular encumbrance from this talent is multiplied by 2 and added to the max encumbrance calculation as well. (ie. An over-encumbered character can carry an extra 4, 6 and 10 extra items, depending on the talent's rank)
Player characters can never carry more than this limit.
House rule 9 - Languages
Each character can learn a number of languages based on their Empathy and Lore skill levels:
1 -
Languages Known: A character knows 1 language per point of Empathy plus 1 language per level of the Lore skill (Wits is not included in this calculation).
2 -
Learning Additional Languages: If the Lore skill is increased through XP at any point, the character can learn an additional language by training. To do this, they must:
2.1 - Spend XP to increase their Lore skill, as usual.
2.2 - Already know some sentences in this language or train with a teacher for at least a Quarter Day.
2.3 - Succeed on a Wits check (similar to learning a new talent).
3 -
Reading and Writing: In this medieval fantasy world, literacy is rare. Most people, including many adventurers, cannot read or write and rely solely on spoken language. As such, learning to read and write is a significant achievement and is not free. So, instead of learning a new language during character creation or after increasing Lore, a character can choose to learn one rune or alphabet. If one or more languages the character knows uses this alphabet, they gain the ability to read and write in those languages.
Example: If a character has Empathy 3 and Lore 0, they can speak two languages, such as Ravlandic and Eori, and learn the Alderlandic (common) alphabet. By knowing this alphabet, they can read and write in both Ravlandic and Eori, as the character can speak them and those languages use it. However, even if they knew how to speak Elven, they would be unable to read and write in it, as Elven uses a completely different set of runes.
4 -
Understanding Unknown Languages: If the character encounters a language they do not know, they can attempt to understand parts or fragments of it by making a
Lore roll for written text or an
Insight roll for speech. Success on this roll may provide partial understanding or clues about the speaker's emotions and intentions.
[ +- ] List of common languages
#RAVLANDIC
Talked by the Ailanders and poor humans, it has become the most common secondary language among others. About 50% Alderlandic with a mix of Asleni, Elven, Eori and Dwarven. So you might understand some single words in overheard conversations, when the languages shares similarities. Uses the Alderlandic (common) alphabet.
#ALDERLANDIC
The mother tongue of the Alderlanders. The humans of the Ravenland see it as a noble language and it is common that books are written in Alderlandic. Both the Rust Brothers and the Snake Church see it as their official language, which have helped to preserve its status in the Ravenlands.
#ASLENI
The mother tongue of the Aslene. A fiery and expressive language. Those who speak Ravlandic can recognize many words, for example things like gold, nobility and titles, horses, theatrical plays, and also some around nomadic life-style. Uses the Alderlandic (common) alphabet.
#ELVEN
The language of the elves. It is soft and melodic that most listeners perceive as beautiful and singing. Those who speak Ravlandic can recognize many words that have to do with nature, magic and art. Uses its own, soft rolling, runes in writing.
#DWARVEN
The language of the dwarves. Often perceived as mushy and cruel with long sentences. Those who speak Ravlandic can recognize many words that have to do with mountains, forging and mining. Uses its own, angular, runes in writing.
#ORCISH
A language developed from a mix of Dwarf, Elven and later also Ravlandic. Orc males' speech difficulties have had a strong impact on its development. Uses dwarven runes.
#EORI
This language is spoken by halflings and goblins, though in two distinctly different dialects. Those who speak Ravlandic can recognize many words that have to do with cooking, beekeeping and brewery. Uses the Alderlandic (common) alphabet.
#WOLF TONGUE
The language of the wolfmen. No connection to other languages. Sounds most like animal sounds for the uninitiated. Can be howled over long distances. No written language.
#SAURIAN
The language of the Saurian people. Have no connections to other languages and uses a unique alphabet. They only use the vowels a, u,and e, but have their own consonants of which eight are throat clicks that are reminiscent of "g", and six smacking sounds that are close to "t". Their speech most closely resembles long, rambling harangues of syllables.
Besides those, there may be rare or exotic languages like Ancient (still spoken by some Giants and Trolls), Deep dwelver, Demonic, Draconic, Whiner, etc.