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Resources
House Rules
Here is a collection of house rules that
I have heard about. Some I use, some I don't. I've playtested most of
them. Some rules are only applicable to HeroWars - a blue
note will show you where a rule does not apply to HeroQuest.
Have your own house rules? Send them to me
and I will put them up here.
Automatic Augmentation
Every 10 points of an augmenting skill
grants a +1 augment or +2 edge.
[This rule is obsolete in HeroQuest.]
Feat Improvisation (from comments
made by Wulf on the hw-rules digest)
A devotee modifying a known feat is assessed
a -5 penalty each time he changes one word of the Feat. So changing
'Mile Javelin Throw' to 'Mile Axe Throw' is -5, 'Mile Arrow Shot' is
-10.
Followers
A Follower's abilities are based on the
average of the character's top 5 abilities.
[This rule is obsolete in HeroQuest but we
continue to use it in the Gwandor Campaign.]
Grimoires
Grimoires cost the same as an Affinity
to raise (3HP is used, 6HP otherwise).
[This rule is obsolete in HeroQuest.]
Plot Points
Any use of a plot point to 'bump' a dice
roll must be declared before the die is rolled.
Ranged Combat
There are two, seperate, types of ranged
combat. Mechanical and Thrown. Mechanical includes archery of any sort.
Thrown includes javelines, daggers, hatchets, rocks, rotten eggs etc.
I usually notate them as Archery and Ranged Combat (Javelin).
I feal that these abilities are seperate and distinct traits.
[This rule is obsolete in HeroQuest.]
Ride
Ride is an enabling skill. This means that
you must have it to use any ability from the back of a horse (or other
animal). This also means that any ability used while mounted is limited
by Ride.
Example: You have Archery 18w
and Ride 2w. While mounted your Archery is limited
to 2w.
 
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