When writing Halloween articles, SLA Industries is still a game that should probably feature in any event. So we follow up our deadnoughts, a special incarnation of LAD resurrection, with a couple more houserules for LAD itself, still all in the spirit of the German “From the Grave” carnival. Continue reading
Tag Archives: Rules variants
The Fate of Nations – a house rule for The Red Star
In The Red Star comics, we catch glimpses of an afterlife caught between archaic warrior gods and modern industrial complexes, reflecting and being reflected in the shape and events of the living world.
In the accompanying Campaign Setting, more of the inner workings of this Spirit Realm stand somewhat revealed.
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d20MAKS – d20 Modern Air Kombat System
While d20 Modern includes stats for modern aircraft, the vehicle combat system does little to accommodate them, focusing as it does on car chases and highway battles.
This is a collection of house rules for making the d20 Modern vehicle rules more accommodating to running air combats. It was originally devised for use with the Red Star campaign setting (and its abundance of military aircraft), but will function equally well with other campaigns. Continue reading
Sandboxing in Deathwatch – House rules for handling Objectives and Requisition for Killteams operating without supervision
Deathwatch features a brilliant approach to military-style campaigns; from the integration of objectives and unit cohesion into the game mechanics to the requisition rules limiting the theoretically unlimited access to equipment. But how to use those for Killteams cut-off from command? Continue reading
The Vagaries of Fate – alternate ways to gain and use Fate Points in Warhammer 40.000 Roleplay
In the dangerous and war-torn world of the 41st millennium, it is often fate alone, not skill, or wealth, or power, that marks the difference between success and failure, between life and death. Knowing – or better yet, controlling – one’s fate, from faithful readings of the Imperial tarot to forbidden bargains with the Ruinous Powers, thus is one of mankind’s great obsessions. Continue reading
Social Conflict in D&D 3.5 and Pathfinder
Image courtesy of Randall Munroe of xkcd.com, CC BY-NC.
One of the most common game systems out there, D&D is a prime example of the single roll model of social interaction. Along with my compatriot 700 Manifestations we're going to try to make D&D 3.5 a game with a more robust and interesting social mechanic. D&D 3.5 is being used rather than D&D 4e because we know D&D 3.5/Pathfinder's mechanics much better than 4e. Continue reading
Cyberware and Free Will – a houserule for cyberpunk games
Cyberware dehumanises. This claim – in one form or another – can be found in any number of dark future and cyberpunk rpgs. Sometimes it’s part of a game’s core concepts, sometimes mere window dressing, and at others it is a way to disguise and explain balancing mechanisms.
No matter whether focus, atmosphere, or balance is the main issue, the idea almost always is present in the rules of the game as well. Continue reading
Sisters of Battle Homebrew Rule
I actually like the new Sisters of Battle codex. Yeah, it is an extremely lazy codex, but at least it works.
The new rules for St. Celestine, Kyrinov and Uriah Jacobus are awesome and I like the idea that every unit has their one special act of faith. The Inquisition was cut and that is a bit tragic, because the only option to play the Inquisition now is to use the codex no one likes.. Continue reading
DnD – The Knightly Charge
Introduction
I've liked playing paladins since I picked up my first AD&D book. In the 3rd edition, the celestial mount was one of the most prominent features, but I had to wait until the release of Essentials to get it back as an optional feature for the Paladin (Cavalier). It was released in Dragon #393 for those of you who are interested.
However, I still like the idea of hopping on horseback and charging at your enemies. Continue reading