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House rules

Main rulebook

First, the errata:

Improving your character

Improvement Rolls/Hero Points

  • 1-5 IR at the end of an adventure or a scene in a larger adventure (+/- Improvement Roll Modifier) (If we play for a 'whole day' odds are you'll get one of these pretty much each session. For 'evening play' it's more likely to be every two sessions or so.)
  • 1 IR at the end of each session (no Improvement Roll Modifier)
  • When appropriate IR:s will be given to specific skills, etc. (e.g. 'You have been lost in the desert for several weeks, gain either one IR to Survival or if you don't have it gain the skill at the base chance'.)
  • I may also hand out IR:s for good roleplaying, etc.

I'd appreciate it if you kept track of how many IR:s you have gotten in total.

How to use IR:s

  • 1 IR to try to raise a skill (as per the book)
  • 2 IR to get a new Combat Style at base chance
  • 3 IR to get a Hero Point
  • 3 IR to get a chance at raising a characteristic (as per MRQ I, i.e. roll over characteristic*5 to raise by 1 point (96-00 is always success), failure gets you 1% raise on a skill of your choice that's based on that characteristic.)
  • (current characteristic value) IR to get a guaranteed raise of one characteristic (as per the book)

How to get Hero Points

  • * Buy them using IR:s (3 IR per Hero Point)
  • * 1-4 at the end of an adventure (as per the book)
  • * I might occasionally hand out Hero Points for appropriately heroic deeds (successful heroquest, defeating a major opponent heroically, etc.)

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.

Heroic Abilities

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 paid back.

Most of the Preternatural Gifts on p.88 of Deus Vult are also available, if you can find a way to learn them.


The Delay action only affects your SR for the current round, not the entire combat.

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

Weapon Reach

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.)

  • Touch, 0m (i.e. same square)
  • Small, 0m and 1m (i.e. same and adjacent square)
  • Medium, 1m (i.e. adjacent square)
  • Large, 2m (i.e. the square past adjacent)
  • Very Large, 2m and 3m (i.e. one and two squares past adjacent)
  • Facing/attacking from behind:

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.


Taking Your Time (with magic)

(taken from a post at the mongoose forums):

  • "Slow cast" - spell's casting time is measured in minutes rather than Combat Actions: +20%
  • "Ritual" - spell's casting time is measured in hours rather than Combat Actions: +40%
  • "Extended Ritual" - spell's casting time is measured in days rather than Combat Actions: +60%
  • If a spell is already a ritual (eg. Enchantment Ritual) and measured in hours then casting it as an Extended Ritual adds +20% (not +60%).

Common Magic

I use 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.)


The level of effect of a sorcery spell is based on the value before modifiers.

While Concentrating (p.130) any action more complicated than moving 1/5 Move (2m for humans) requires a Persistence roll at a suitable penalty. Failure means that the spell ends immediately. (Penalties include: Spending a CA on using any noncombat skill -20%, taking damage -5*damage%, being engaged in combat -20%, casting another spell -5*Magnitude, moving faster than 1/5 Move -spent move%.) The penalties are cumulative per round, a roll is required each time penalties change.

Spirit Magic

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.)

Spirit Combat (suggested on the Mongoose forum):
Divine Magic users can choose to use half their Pact skill instead of half their Persistance (or their full Spirit Binding skill) in spirit combat. This change is supposed to represent the support of their god.

Most likely all the spirit types from the old rq rules will be introduced.

Shapechanging magic

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.

Arms & Equipment

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. :)

A&E Enchantment

The rules for powering your items will be changed.
Most likely you will power items by dedicating pow to the item. (I.e. either the creator's own, or a volunteer's at item enchantment time, or Tapped pow, or from a crystal, or from a 'power source' (see Necromancy), or even from the enchanted item's user when he uses it/attunes to it. In all cases, the pow will only be returned to it's origin when the item is destroyed/disenchanted/changed to get it's pow from someone else.)
Most of the crystal types from old rq versions will be reintroduced.
Pricing for items will be as per old rq versions.

A&E Alchemy

The 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 page.