How many house rules do you use?
Posted: Fri Apr 06, 2018 2:58 am
How do you decide which house rules to use, and which ones have you settled on?
Currently, I'm skimming various sources for house rules that add depth, complexity, or plain old plot-hooks, but don't change DCC's core rules. I've jotted down notes on these ones being likely possibilities:
* Calendar: 2015 Gongfarmer's Almanac
* Daily Weather: http://www.dwarvenautomata.com/random-w ... generator/ , based on AD&D's Wilderness Survival Guide
* Foraging, Hunting, Fire, Shelter, Warmth: AD&D 1st edition's Wilderness Survival Guide
* Random Wilderness Encounters: AD&D DMG p47, Fiend Folio p112, random.org
* Liber Arcanum, pp5-6: Optional Rule #6: Spells above 5th level are rituals requiring multiple participants, at least a week of casting.
* DCC, pp124-126: ritualized versions of normal spells need research to figure out
* Liber Arcanum, pp7-15: Deeper Mysteries. Can know up to 1 + 1 per 3 CL, require either Liber Arcanum or reward from patron (eg, sacrifice 15 spellburn).
* Meta-magical materials. Liber Arcanum, p27: bone, ceramics, iron, mithril, star-metal. p71: Gems & minerals; one-time enhancement that destroys gem, or permanent enhancement of half-strength; gem of 1-500 gp, +1, 501 gp +2, 2001 gp +3, 5001 gp +4. (Cost is doubled for jewelry setting, requires 1 pt spellburn, takes 1 week to attune.)
* 2016 Gongfarmer's Almanac, volume 1 p46-7: Adventuring Companions.
* In case of death: 2016 Gongfarmer's Almanac, volume 5 p33-38, Crawling Through a Hell of One's Own Making.)
* Converting D&D spells, lvl 1-5, to DCC: Crawl 01, p19-20.
* Convert D&D-module treasures, cash, and magic items to DCC: cash, items of note, lucky items, magic items: Crawl 02, p4-15.
* Between-adventure study/carousing events tables: https://knightsinthenorth.blog/2017/12/ ... r-general/ , etc.
Currently, I'm skimming various sources for house rules that add depth, complexity, or plain old plot-hooks, but don't change DCC's core rules. I've jotted down notes on these ones being likely possibilities:
* Calendar: 2015 Gongfarmer's Almanac
* Daily Weather: http://www.dwarvenautomata.com/random-w ... generator/ , based on AD&D's Wilderness Survival Guide
* Foraging, Hunting, Fire, Shelter, Warmth: AD&D 1st edition's Wilderness Survival Guide
* Random Wilderness Encounters: AD&D DMG p47, Fiend Folio p112, random.org
* Liber Arcanum, pp5-6: Optional Rule #6: Spells above 5th level are rituals requiring multiple participants, at least a week of casting.
* DCC, pp124-126: ritualized versions of normal spells need research to figure out
* Liber Arcanum, pp7-15: Deeper Mysteries. Can know up to 1 + 1 per 3 CL, require either Liber Arcanum or reward from patron (eg, sacrifice 15 spellburn).
* Meta-magical materials. Liber Arcanum, p27: bone, ceramics, iron, mithril, star-metal. p71: Gems & minerals; one-time enhancement that destroys gem, or permanent enhancement of half-strength; gem of 1-500 gp, +1, 501 gp +2, 2001 gp +3, 5001 gp +4. (Cost is doubled for jewelry setting, requires 1 pt spellburn, takes 1 week to attune.)
* 2016 Gongfarmer's Almanac, volume 1 p46-7: Adventuring Companions.
* In case of death: 2016 Gongfarmer's Almanac, volume 5 p33-38, Crawling Through a Hell of One's Own Making.)
* Converting D&D spells, lvl 1-5, to DCC: Crawl 01, p19-20.
* Convert D&D-module treasures, cash, and magic items to DCC: cash, items of note, lucky items, magic items: Crawl 02, p4-15.
* Between-adventure study/carousing events tables: https://knightsinthenorth.blog/2017/12/ ... r-general/ , etc.