I'd appreciate it if you kept track of how many IR:s you have gotten in total.
Hero Points are spent as per the book.
You can pool IR:s just
as you can Hero Points and use them later, but you cannot spend more
than one IR per skill you want to improve per session.
If you seek out a way to learn a heroic ability, you need
to have the points before you can learn it. If an adventure creates a
situation where it'd be possible to learn a Heroic Ability, I will allow
characters to get the HA 'on credit', but they'll then have to spend
all their Hero Points and IR:s to pay back the debt, until the debt is
Most of the Preternatural Gifts on p.88 of Deus Vult are
also available, if you can find a way to learn them.
I use the 'Fixed INT Creatures and Strike Rank' optional rule from the errata.
If you use a shield, the extra CA appears once you ready the shield, and can only be used to defend with the shield.
If you use two weapons, the extra CA appears once you ready the second weapon, and can only be used to attack with the off-hand weapon.
I allow declaring/readying an Attack. This means that if anyone walks into reach before your next SR you get to attack before the target attacks you/comes adjacent to you *if* you have a longer weapon than the target , otherwise you attack after it has attacked/come adjacent to you. If no opportunity to attack comes before your next SR, the CA is lost.
Likewise I allow declaring a Defense (of someone.) I.e. if what you want to defend is within reach of your weapon, you get to Parry attacks against it. If no opportunity to defend comes before your next SR, the CA is lost.
The total movement for a round is your Move (8 for a human), whenever you take an Action you can move 1/10 of your Move (1 meters for most races), whereas a Move maneuver allows you to move all your remaining Move. A Sprint allows you to use Move as usual, but you can move 5 meters for each Move spent (note: any skill use (including combat) in a round after Sprinting is capped at your Athletics skill, you cannot Sprint once you are engaged in melee combat, starting a Sprint means that for the rest of the round *all* your CAs must be spent on Sprint and Sprint only I.e. basically no defenses.) A 'Change Distance' maneuver allows you to move up to the highest of your and your opponent's weapon's maximum favored reach (as per below.) A 'Change Range' CM works as 'Change Distance'. In no case can you spend more than your current Move in a single round.
To Disengage once in Melee combat, use the 'Change Distance' combat action or the 'Change Range' CM. You need to spend one CA/CM for each opponent you want to disengage from. Each opponent can choose between a) to spend a CA to attack (against which you cannot defend if you wish to Disengage) allowing you to move away if you succeed or b) to attempt to follow you, thus keeping the same distance between you by succeeding in an opposed Evade/Evade roll (see 'Multiple Opponents' p.92) and follow you as long as the opponent has sufficient Move left or c) allow you to move away unopposed.
You are considered to be Engaged in melee combat when you are within favored Reach of one or more opponents with bared weapons who consider you to be in melee combat with them.
'Choose Location' is a (Critical Success Only) Offensive Combat Maneuver.
If you need to roll a skill when Sprinting, use min(Athletics, the skill) as your skill. Subtract -20% for Sprinting, then subtract any further penalties. (You can't use any CA for defending, this is for handling things like resisting being discorporated.)
Charge is for mounted combat only
As we use a grid where a square is 1m for combat, use the following guidelines:
Based on it's reach, a weapon has no penalty to use at the 'favored' reach (in meters), a -50% if used two closer-25% penalty if used one closer, -25% if used one further. Excepting Touch weapons which can *only* be used in the same 'square'. (I.e. to use, step into the same square as your target.)
We don't use facing, too much of a bother. Instead we basically use the d&d 'flanking'/combat advantage rules (i.e. if two attackers are on opposites sides of the defender, you get a +20% bonus.) If you successfully use stealth to approach someone I'd allow you to get the same +20% bonus.
a post at the mongoose forums):
the 'Paying for Common Magic Spells' rule from p107 of the rulebook.
(The rationalization is that rather than making to effort to learn the
spell yourself, you pay someone to summon a magic spirit who you then
defeat in spirit combat to learn the spell.)
level of effect of a sorcery spell is based on the value before
I use the
'Spirit Domination' optional rule from p.141. (i.e. even those who are
dominated by a spirit can occasionally take back temporary control.)
Beast Form, Shapechanging, etc. In all cases, if you are attacked as a beast, all damage is moved over to your human form (and vice versa), meaning that what was a minor injury for one of your forms could well mean a Major Wound once you switch shapes (or, of course, the other way around.)
Also, use your own physical stats and add the bonus from the beast. This probably means that creatures with more or less than 2d6 in their physical stats are not available.
Always remember to look
in the errata when you buy something from this book... The 'Speciality
Armour's are not available, nor are blackpowder weapons (unless you are a
properly functioning Mostali. I.e. not an adventurer. :)
The rules for powering your items will be changed.
rules from A&E won't be used. As far as I'm concerned, Gloranthan
alchemists are magical chemists, not natural philosophers of a mystical
bent. Instead, see the separate Alchemy