WW House Rules

These are the house rules we are using in the game.

Character Generation and Advancement

  • Players roll 2D6+6 for characteristics.
  • All characters get maximum hit points at each level.
  • No XP is granted for gold, instead the GM grants XP for successfully completing the adventure.

Defense and Armor

I don’t care for AC. My preferred armor method is to have it block damage. In our game we use the concept of “defense” instead of AC. Defense is a creature’s ability to avoid getting hit, whether by dodging or parrying a blow. Functionally it works the same as AC, but Defense increases with level instead of by the armor worn. This is pretty similar to the rules in Out West and At Sea. This is the progression we use for our game.

Class Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5 Lvl 6
Friar, Scout 2 3 3 4 4 5
Rouge, Talespinner, Woodwise 2 2 3 3 4 4
Warrior 3 4 4 5 5 6
  • Any bonus to AC from DEX applies to Defense.
  • Using a shield gives a +1 bonus to Defense.

Armor blocks damage. When hit, the player subtracts the armor points (AP) from the damage inflicted before reducing hit points. Hedgehogs are a prickly problem (pun intended). Give them 2 AP for their quills. Magical armor would grant a bonus to AP. Magical shields would give a bonus to Defense. It the GM has other items that grant magical protection they could improve either AP or Defense.

Quilted Cloth: 1 AP
Light Chain Byrnie or Cuirass: 2 AP
Heavy Chain or Scale Hauberk: 3 AP
Plate Armor: 4 AP

Healing

A character heals their Hit Dice plus any CON bonus in Hit Points per day. In other words, a second level warrior (HD 2) with a 14 CON (+1 HP) heals 3 HP per day. If the total is less than 1, the character will only heal 1 HP every other day.

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