House Rules
Character Creation
Generate characteristics using Option 2: Random Generation. As
Option 1 is designed to produce above-average characteristic values,
magi and companions may roll 5 times and choose which 4 results to
use. Grogs only get to roll 4 times.
Grogs seem a bit overpowered in ArM4 relative to v1 and v2, so
I've pulled a couple old ArM2 rules back out to put them back in
their place:
- Grogs do not get to make an extra characteristic roll and throw
one away.
- Grog starting XP is Age + 10 instead of Age * 2.
- Grogs start with only 1 Confidence, not 3. Because of this,
grogs may not take the Low Self-Esteem Flaw without a good story
explaining why their Cnf is 0.
Combat
The optional rule on p.166 for rolling Attack and Defense separately
is in use. Additionally, defense is rolled separately against each
attacker. "Engagement", as presented in the ArM4 rules, appears
to be based on the use of a single Attack and Defense roll against
all foes; as that is not the case, "engagement" (along with the
associated penalties for engaging multiple foes) is also being
ignored.
ArM4 also went a bit far in oversimplifying damage calculations.
Revert to ArM2 rules by adding a simple die to your Damage Total
and a stress die to Soak when calculating damage. Along with any
botch dice added to Soak rolls for conditions, they also take 1
extra botch die for each Decreptitude point the character has.
When determining the number of Body Levels lost to an attack, round
up instead of down. (e.g., If the Damage Total exceeds the Soak
roll by 1-5, lose 1 Body Level. If by 6-10, lose 2. Etc.)
Each weapon (or shield) may only parry once per round. Any
additional incoming attacks may only be defended against by dodging
(aka Brawling defense). Longshaft Weapons and balanced Great
Weapons (i.e., not War Mauls or Battleaxes) may parry twice per
round.
The optional rule on p.165 for increased longbow and crossbow
damage is in use, but requires that a full round be spent aiming
to obtain the increased damage. Other bows may also gain increased
damage, as in the called shots optional rule on the same page, but
require an unaware target as well as a full round of aiming. Melee
weapons may gain increased damage against targets who are completely
unaware of any danger without requiring a round of preparation (but
they will generally require multiple rounds of Stealth instead).
Ordo Nobilis has a number of excellent optional rules
for combat. The following are in effect:
- Partial Armor: Armor may be purchased piecemeal per the chart
on Ordo Nobilis p.82. Existing full-suit armor should be
converted to the appropriate pieces per the conversion chart on
p.83.
- Combat Encumbrance: For purposes of Attack and Defense Totals
only, Encumbrance is calculated based on one third of a
character's total Load carried instead of the full Load.
- Fatigue: Rather than rolling Fatigue at the end of each round,
characters need only make a Fatigue roll when a 0 is rolled for an
attack, defense, or other strenuous activity. (Note that they need
not botch, merely roll a 0.) This Fatigue roll is made as a stress
roll against a difficulty of 9, adding Stm and Athletics. If the
roll is failed, lose 1 Fatigue Level for every 3 points it was
missed by, rounding up. If the roll is botched, lose additional
Fatigue Levels equal to the botch's severity.
- Grievous Wounds: Grievous wounds occur and have effects per
Ordo Nobilis p.86. Additionally, grievous wounds are suffered
on any Soak botch with the severity of the wound determined as if
each botch level were an additional Body Level lost. (e.g., A Soak
double-botch on an attack that inclicted 2 Body Levels of damage
would cause a grievous wound as if 4 Body Levels had been done.)
- Armed Toppling Attacks: A character attacking with a weapon
may choose to make an armed toppling attack rather than a standard
strike. In this case, damage is resisted with Dex + Size - Combat
Enc in the place of Soak. The first two Body Levels of damage
inflicted are lost on knocking the target to the ground. Further
damage is alternately applied first to Fatigue, then Body, Fatigue,
Body, etc.
- Monstrous Bashes: Any character or creature attacking a target
2 or more sizes smaller may inflict an armed toppling attack in
conjunction with any regular physical attack. To do so, simply
make the attack and defense rolls normally, then apply damage twice,
once as normal damage and once as an armed topple. The standard
damage and toppling damage are considered separately for determining
grievous wounds.
- Mounted Combatants: Characters in a high-cantled saddle (e.g.,
knights) add 3 to their Size for the purpose of resisting throws,
tackles, and armed toppling attacks. If successfully unhorsed, a
rider must roll 6+ on a stress Stm + Riding roll or suffer a Body
Level of damage as they hit the ground. A botch on this roll
indicates a foot caught in the stirrups, likely leading to the
character being dragged across the field by his horse. Mounted
combatants' Weapon Skills may not be used at a level higher than
their Riding skill.
- Toppled Foes: Attacking a downed character gains a +3 high
ground bonus and allows attackers to strike weak points in his
armor; if an attacker can beat the downed target's armor Protection
+ 3 on a stress die + Dex + Weapon Skill, the armor provides no
protection. A downed character may automatically get up in one
round, but may not attack or use all-out defense and all defense
rolls are at -6 for that round.
- Single Weapon and Shield: Combine the Single Weapon and Weapon
and Shield skills into a single skill, Single Weapon and Shield,
which may be used either with or without a shield.
- Two Weapons: Characters using two weapons who are not ambidextrous
must choose each round which weapon is being used for attack and
which for defense. Combat stats are then determined as follows:
Init = better of the two weapons, Attack = offensive weapon + 1,
Defense = defensive weapon, Damage = offensive weapon. Characters
with ambidexterity use the stats: Init = better of the two weapons,
Attack = better weapon + 2, Defense = better weapon, Damage = better
weapon. Characters making all-out attacks with dual weapons may
add the second weapon's Damage bonus to any attack which beats the
target's defense by 3 or more.
More on Mounted Combatants: When fighting from horseback, the
rider's Size is considered to be increased by that of his mount when
calculating his Defense and Damage totals. An attack against him
which misses by no more than the Size of his mount strikes the mount
instead. Attacks made while charging add the Size and Ferocity of the
mount to their damage.
A character's Encumbrance and Combat Encumbrance cannot exceed the
Load he is carrying. (Very important for those with negative
strength!) Note that, while characters with negative strength will
gain Encumbrance at the same rate as those with Str 0 under this rule,
they will gain Combat Encumbrance faster.
Magic
Eric Pommer's
Ablative Parma rules are in effect, with the modification that a
magus's Magic Resistance does include a stress die.
The standard certamen rules overvalue Art scores to the point of
making the Certamen skill practically useless. To rectify this, the
Art total (Technique + Form) is divided by 5 when calculating the
modifier to their certamen rolls.
Study
Characters spending a season doing something other than actively
studying may gain 1 XP in a skill related to what they are doing
if they can roll higher than their level in that skill on a stress
die + Intelligence. e.g., A magus writing or copying texts may
improve his Scribe Latin. A grog on guard duty may increase
Alertness or a weapon skill, while one on long-range patrol may
gain Survival or Hunt.
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