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:


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:

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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