Wednesday, January 18, 2017

As I have said - I have been working on my own hack of hacks.

As I have said - I have been working on my own hack of hacks. Well a lot of the changes that have become part of my project evolved from my house rules of the White Hack and Macchiato Monsters.

I figured I would share them here for other people to gain inspiration from, use them in their own games, or what have you.

Anyway, here they are.

- Risk die drops as per TBH, on a 1-2
- Magic does not use HP, it comes from a seperate Mana pool
- Armor has a static (low) damage reduction
- Resolution mechanic same as TBH, player rolls under attribute to do something and rolls the same to avoid the monsters attack on seperate rolls. Referee only rolls for monsters damage
- Adjusted bonus actions to level 5 and 9 respectfully
- Every level the characters gain an additional HD + can choose one of the options
- Basic Coin System

That is all off of the top of my head

5 comments:

  1. Sounds all good! Have you ran it yet?

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  2. I have a few times and works well. I use TBH as a base for monsters, etc.

    The characters start out at level one.

    I am unsure still about the extra action. I might just drop that down to level 7.

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  3. For the standard Mana pool do they roll for it like HP or is it a set amount per lvl/per day or ??

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  4. Dani Cox​. They roll it like HP. So first level of magical training gives you a d6, then d8, them d10.

    I also forgot a house rule (don't have the documents in front of me) that 1st level characters get max HP and Mana. When the gain level Mana dice is rolled normally. HP is rolled at plus two though I am thinking of a different option for HP. They can roll it normally and if they roll a 1 or 2 they can instead take 1/2 the hd

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