Rules

These are the optional and house rules we will be using for the campaign:

Alternate Repartition for the Ratings in Ways (p.208)
At character creation the player will has the option of taking the traditional array (5, 4, 3, 2, 1) or simply take 15 points and distribute them as they will. If the second option is chosen note that you MUST have at least one 5 or 1 in your array. Eg. 5, 5, 2, 2, 1; 4, 4, 3, 3, 1; etc.
Really think about what your distribution means to your character’s psyche. Remember these scores aren’t a measure of strength, intelligence, etc. They are connected with your character’s worldview, personality, ideology, etc.

Maintaining Equipment (p.227)
I realize this rule means more paperwork and is a bit of a pain in the butt, but it helps in establishing the verisimilitude I am going after with this game. It also allows me to offer new things to spend your money on (high quality items that require less maintenance, replacing items when they are broken or just cannot be repaired any longer, etc.)

Staying Fit (p.229)
Again a verisimilitude choice. As in real life those who are the very best of the best at something must continually practice to keep that skill at it’s peak. This rule represents that effort. True masters make sacrifices in other areas to achieve and maintain greatness in their specialty. Think of professional athletes, musical virtuosos, etc.

Critical Success/Failure (p.233)
The Game Leader will decide the effects of a critical success or failure in any given situation. It might be one of the standard effects or it might be one more situationally or dramatically appropriate.

Drawing on Vital Energy (p.250)
At risk to themselves a Demorthen can draw upon vital energies to use a power even when they lack the energy for it.

Experience (House Rule)
I likely distribute experience differently than presented in the book. Some element of group/shared XP will probably be used.

Skill Limits (House Rule)
Any action with a difficulty either above your character’s chance for success or below their chance of failure still ought to be rolled. If the task is simply beyond your character’s ability and they roll a 10 the result is still a failure though some other (lesser) positive outcome has been accomplished. If the task has no chance of failure and your character rolls a 1 the task is still accomplished but with some complication or at a lesser level of expertise than usual. Sometimes this rule simply won’t be applicable, it is left to the GL’s discretion. If the task is significantly more (or less) than what was needed no roll will be asked for.

Rules

Shadows of Esteren Tom_Servo