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I call all the additional rules that are not part of the original, but the player group has agreed upon "house rules".Sjeng wrote:Sounds like a good idea... I'm regularly stumped about the rules, as the basic rules don't always cover every possible situation or question one might have.
Modular "addons" or even changes to the rules might make the game much clearer.
I would however try to stick to the original rules as much as possible though, and only use "addon" modules myself, to stay as close to the original rules as possible.
These are quite good examples for house rules. Btu the aim of this project is not to provide house rules per se, but a background that would make it possible to use different houserules for different game situatioins and still have a coherent, compatible game.I'd like some info on changing gear/weapons while in a dungeon, and how much one can bring along.
Movement would still be 2d6, but with milder penalties for armor, like 2d6-2 or 2d6-3 for platemail etc.
Perhaps some extra spells for the wizard to learn for money, which then can be used once a quest, but become permanent.
Is this by chance like the Imperial Academy rules? Haven't really read through those yet. You might want to implement that as well?












Big Bene wrote:Looks we have to do it after all...




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