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Notes for House Rules & Rules Clarifications.

Posted by Evil GMFor group 0
Evil GM
GM, 179 posts
Wed 2 Sep 2020
at 16:06
  • msg #1

Notes for House Rules & Rules Clarifications

Moving forward, I'm going to try to remember to post here any rules clarifications I make or house rules I create to cover situations not in the book.
This message was last edited by the GM at 16:06, Wed 02 Sept 2020.
Evil GM
GM, 181 posts
Wed 2 Sep 2020
at 16:38
  • msg #2

Notes for House Rules & Rules Clarifications

Haggling/Bargaining
This can be used for haggling with merchants over the sale of an item (or lot of items).

Normally, selling a used, but useful item (weapon, armor) will net you about 25% of the price listed in the core rulebook (pp. 75-90).  Making an opposed Communications (Bargaining) test can change that.

(Note that, only under rare circumstances will I allow you to try to haggle against the listed price of equipment being purchased from a merchant. There are a few reasons for this, but the biggest is that the merchant (especially one in a village or city) isn't going to take a loss when the next bloke who comes by will likely pay what's listed. They'll wait, rather than haggle.)

Result Types
Neither side earns stunt points.
Price moves by 4% per point on the Dragon Die in favor of the winner. (4-24)

Only the Winning side earns stunt points.
Price moves by 12% + 6% per point on the Dragon Die in favor of the winner. (18-48)

Only the Losing side earns stunt points.
Price moves by 2% per point on the Dragon Die in favor of the winner. (2-12)

Both sides earn stunt points.
Price moves by 6% + 4% per point on the Dragon Die in favor of the winner. (10-30)

What does this mean?
If you're buying and win, the result is subtracted from the base percentage above (25% or 100%). If you're buying and lose, the result is added to the base percentage.

If you're selling and win, the result is added to the base percentage. If you're selling and lose, the result is subtracted from the base percentage.
Evil GM
GM, 184 posts
Wed 2 Sep 2020
at 17:14
  • msg #3

Notes for House Rules & Rules Clarifications

Recovering Spent Ammunition

After a skirmish, if you have time to police the field, you will recover one half of all arrows, crossbow bolts, and sling bullets you fired during the skirmish, rounded down. The rest are either broken beyond repair or lost.
Evil GM
GM, 229 posts
Tue 6 Oct 2020
at 16:24
  • msg #4

Notes for House Rules & Rules Clarifications

Initiative
Initiative will be rolled as per the Core Rules. To determine initiative placement, the following is compared in order.

1. Total result of the Initiative test.
2. Result of the Dragon Die.
3. Dexterity modifier.
4. Whether or not the roll would have generated Stunt Points. (Expressed as a 1 for "yes" and a 0 for "no".)

The highest Initiative test total goes first. For ties, the higher Dragon Die result goes first. If still tied, the higher Dexterity modifier goes first. For continued ties, a character who would've generated Stunt Points goes before someone who wouldn't have generated Stunt Points.

If two characters are still tied after step 4, a PC will always act before an NPC. Two tied PCs or tied NPCs will act simultaneously.

When writing out initiative results, use the notation of (Total Result).(Dragon Die)(Dex modifier)(Stunt Points y/n?). So, a total of 12, with a Dragon Die of 5 and Dex modifier of +2, that would have generated Stunt Points would be written out as 12.5+21. (This makes it a little easier to compare a bunch of results.)

Seizing the Initiative
If a character uses SP to Seize the initiative, the notation will be Sn, where n is one whole number higher than the last person to seize the initiative in the combat. So, the first person to seize the initiative will have their initiative number changed to S1 (and they will be placed at the top of the initiative ladder); the next person to seize the initiative in the combat will have their number changed to S2 (and they will then be placed above S1 in the initiative ladder). (Since characters don't go back to their original initiative number after seizing the initiative, this will allow us to easily determine the order as things change during the fight.)
This message was last edited by the GM at 16:43, Fri 02 Sept 2022.
Evil GM
GM, 264 posts
Wed 2 Dec 2020
at 19:58
  • msg #5

Notes for House Rules & Rules Clarifications

Incidental Spells

Mages have a number of minor spells at their disposal that allow them to do small things.

These spells will not be named beyond the description of their effect, will not cost mana, and cannot be used to eliminate the need for a skill roll/improve or hinder the chance of success of any die roll/hinder enemies in any way.

Effects would include things like:
Putting a pleasant scent in a nose to keep away bad smells.
Enhance the flavor of a food.
Warm a blanket just enough to let you fall asleep faster.
Clean a garment or a person (the latter may upset some folks, as you're taking away their layer of dirt that keeps them healthy ;) ).
Take the wrinkles out of a garment.
Produce small sparks and streaks of fade energy to entertain.
Create a light source on the tip of their staff that provides light in a 4 yard radius.
Other minor effects of convenience that you can think of and are approved by me.

Another use of incidental spells is restoring fallen columns, broken barriers, gates, and even walls, especially with regard to re-sealing breaches from the Deep Roads; however, in this case, you need to succeed on a Magic ability Basic Test to successfully complete the structural restoration.

Starting with Routine (TN 7), the following modifiers to the target number apply:

Size: Light +0, Heavy +1, Large +2, Huge +3, Massive +4.
Material: Wood +0, Stone +1, Iron +2, Exotic Metal +3.
Complexity: Basic +0, Worked/Carved +1, Detailed +2, Intricate +3, Mechanized +4.

Multiple mages may assist in the test. If more than one mage is assisting, choose a primary mage for whom the Assist rules (below) apply; any assisting mage beyond that reduces the TN by 1 more.

For example, mending a carved heavy stone slab would be the Base TN 7, +1 for Stone materials, +1 for the Heavy size, and +1 for Worked or Carved complexity. This gives us a TN 10 for the Magic ability Basic Test. If two mages worked together on the test and the second mage did not have an appropriate focus, the TN is reduced to 8. If two more mages join in to help, the TN is reduced to 6.
This message was last edited by the GM at 17:02, Thu 17 Feb 2022.
Evil GM
GM, 384 posts
Wed 5 Jan 2022
at 18:36
  • msg #6

Notes for House Rules & Rules Clarifications

Actions

Ready Minor Action: If you're drawing a ranged weapon that requires ammunition, you are considered to also be loading your weapon as part of the Ready Minor Action, so you don't need to spend another action loading your weapon before firing. After firing, however, you're still required to spend a Minor or Major Action to reload, as determined by your weapon.
Evil GM
GM, 404 posts
Thu 17 Feb 2022
at 16:38
  • msg #7

Notes for House Rules & Rules Clarifications

Assisting on Attribute Tests

You may assist another character on an Attribute Test. To qualify for an assist, you must have an Attribute modifier of +1 or greater and must describe a reasonable action you take to help another character on their test. (Alternately, the GM may determine you're assisting if you and another character are working together in dialogue.) You may also use your Major Action in combat to assist another character performing the same Major Action on their next turn.

If both conditions are met (the latter to the GM's satisfaction), you reduce the TN of the test (or Defense of the target) by 2. If you also have the appropriate Focus for the test, you further reduce the TN by 1, for a total TN reduction of 3.

Certain circumstances may allow for more than one character to assist (e.g., lifting a wall frame or the trunk of a felled tree). The GM will determine how many characters may assist on a test. For multiple assistants, choose a primary. The chosen primary assistant will modify the TN of the test as per the rules above. Each other assistant beyond the primary further reduces the TN by 1. (E.g., if you have three assistants lifting a stone slab onto a sarcophagus, the primary assistant will reduce the TN normally, as above, and the other two assistants will further reduce the TN by 2. If you have 7 people carrying a 30-foot-long tree trunk, the five additional assistants would reduce the TN by 5.)

For Opposed Tests, the TN reduction is instead applied as a negative modifier to your opponent's test. If both sides of an Opposed Test have assistance (say, in a game of tug of war), then compare each side's total modifier. If they're the same, then they cancel out and the Opposed Test is rolled as normal. If one side has a larger modifier, then the difference between the two is applied to the side with the smaller modifier. (If one side of the tug of war imposes a -5 modifier and the other imposes a -4 modifier, the the side with the -4 modifier instead has a -1 modifier (5-4=1) to their test roll (and the side with the -5 modifier rolls their test normally).)
This message was last edited by the GM at 17:15, Thu 17 Feb 2022.
Evil GM
GM, 682 posts
Thu 5 Oct 2023
at 21:16
  • msg #8

Notes for House Rules & Rules Clarifications

Long-Term Lodging

The cost of weekly lodging in the core rulebook is, well, stupid. A week in an apartment (where you are responsible for your own food and upkeep) should not cost 35 times the value of a private room at an inn (which should include one meal a day, someone to take up your linens at least once, etc.).

Denerim/Big City
Private Two-Room Apartment, one month - 75sp
Private Four-Room Home, one month - 5gp
Private Four-Room Home, purchase - 50gp

Lothering/Redcliffe/Village
Private Two-Room Apartment, one month - 60sp
Private Four-Room Home, one month - 200sp
Private Four-Room Home, purchase - 30gp
This message was last edited by the GM at 20:01, Wed 18 Oct 2023.
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