Sunday, September 27, 2015

Cinderforge: Houserules

Gain xp by killing monsters (1-5/creature) and taking treasure back to town (1xp/100gp). All xp is split equally among party members at the end of a session. Creature xp is generally 1xp/level of creature, +1 or 2 for special abilities. Magic items have a gp value for xp purposes only, you can't buy any magic items in town.

Total xp Level
0 1
20 2
40 3
80 4

Carousing: Beginning of a session in town only. Spend d6 x 100gp on a big party and gain 1 xp plus a special effect based on the town you're in. If you don't have gp to cover you owe somebody (don't gain xp for treasure until paid back). A 1-3 on the d6 is a negative side effect, including possibly a fine. A 4-6 on the d6 is some benefit, including possibly more xp.

I'll post the Carousing table at some later time that has effects per town.

Hirelings: At the beginning of a session in town only. Spend d6 x 100gp
1-2 Hopeless Loser: 0-level forever
3 Likely Lad/Lass: 0-level, but may level at end of a session
4 Specialist: 1d6, 1. brewer 2. animal handler 3. armourer 4. herbalist 5. scout 6. sage
5 d6 mercenaries
6 Level 1 Crusdader: 1d6, 1. Warrior 2. Thief 3. Cleric 4. Wizard 5. Halfling 6. Regional

Ongoing Pay: roll a Personality check for each hireling after a particularly grueling session (near death, horrible monster, etc). On a fail, they demand d6 x 100gp or they will leave service.

(based on Jeff Rient's draft Wessex henchman/hireling rules.

Mounts: Rider gets +1 to attacks and AC. When rider is attacked roll an extra Defense AC for the mount, if the attack misses the rider it may still hit the mount.
When mount is bloodied (half hp), make a Personality check to avoid it running away.
Use the mount's speed when moving. Make your mount attack by using your action. Getting your mount to do something it doesn't want to do requires a Personality check.

Monsters on mounts: When attacking a monster on a mount, roll one attack roll. If the attack misses the rider, it may still hit the mount's defense, which is usually lower. A warrior or dwarf can try to unseat a rider with a Mighty Deed of Arms.
If the rider is killed or knocked off the mount, the mount will be passive unless attacked. You may get on a mount as part of a move action.

Power weapons: +class attack bonus + strength. Heavy melee weapons, thrown weapons. 1d8 damage (1d10 if two-handed)

Finesse weapons: +class attack bonus + agility. Light melee weapons, bows. 1d6 damage (2d4 if two-handed)

Swords can be used as finesse or power weapons but always do power weapons damage.

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