Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Wednesday, March 13, 2019

House Rules: Oh, no you don't!

I've always liked the idea of countermagic. On several occasions, I have thought of implementing it into my campaigns.

For a dirty hack applicable to most game systems, I would use the following system:

1) Magic-user knows the spell being cast at them,
2) Is not prepping a spell themselves,
3) Makes a save vs. magic,
4) Enemy spell is disrupted and fails to function.
5) Enemy spell caster does not lose the spell.

1) Magic-user knows the spell being cast at them,
2) Magic-user has the exact spell memorized,
3) Is not prepping a spell themselves,
4) Makes a save vs. magic,
5) Enemy spell is reflected on to them.
6) Both spell casters lose that spell.

1) Magic-user knows the spell being cast at them,
2) Magic-user has the exact spell memorized,
3) Magic user chooses to prep that spell themselves.
4) Target Magic-user makes a saving throw vs. magic, Spell is reflected back at the enemy caster,
5) Enemy makes a saving throw vs. magic. If passed, the spell is reflected back at the original target.
6) Cycle repeats until the spell strikes either caster.
7) Every cycle adds 1 to damage, this is always applicable meaning a caster could be physically damaged by a light spell or a silence spell in addition to the main spell effect. 
8) Whoever is hit by the spell loses the spell, the other caster does not lose the spell.
9) Magic users hit by a spell will experience subduing damage, meaning that they can't be killed outright in this fashion. 

A couple of other thoughts. The subduing damage is there to encourage players to use this ability. Being a magic user effectively allows you to shield the rest of the party. The magic users, friendly and enemy casters attract spells meant for other targets while countering magic. A magic user struck by a spell with an area of effect is a barrier to that magic. The effect of the spell will not pass a plane defined as a wall 90 degrees to the angle of the spell's path. People standing between dueling magic users can be hit by an area of effect spell, but those standing behind either caster are unaffected as the Magic-user absorbed or threw that power back at an opponent.

Let me know what you think in the comments.

Saturday, July 29, 2017

3.5 House Rules - Arrows

I don't like tracking arrows. Treasure Hunters HQ has posted on this very issue. Treasure Hunters HQ has a whole collection of posts to make your game more interesting and flow better than ever before. Everything from shields to magical unguents. Go ahead and follow them, the HQ is full of good ideas.

Ah... back to the point. Arrows. Tracking arrows on character sheets simply burns holes in the sheet. It is annoying and subject to abuse. Many years ago, I realized that player's will cheat on ammo more than any other thing. Why? Because, it is annoying. To avoid it, I tended to have the players encounter lots of arrows, either because the enemy had them, they were working from a fortification, or they had a natural pause to collect up their used arrows. Some players will want to roll a number to see if the arrow broke, but that is as exciting as my other pet peeve, save vs. drowning.

After a while, I decided to impose a rule that if a player rolled a 1 with ranged weapons, they fumbled the quiver and dropped all of their arrows on the ground. Picking one up, pulling one from a target or returning an arrow shot at the player takes time, a single action. If the character doesn't take any other action, they can refill a quiver in a single round. It seemed reasonable, since the standard has been changed from a quantity to have something or don't have something.

My primary issue with running out of arrows as a DM is, the rules don't take "out of ammo" into account. It is assumed the characters have a functional method of attack, and a certain quality of weapons. But if the requisite ammo is missing, they have neither. Suddenly striping the characters of missile weapons isn't really accounted for in the rules. While a good DM will give players and characters time to reprovision, the DM really can't account for 4 character's missile counts on the fly.