Share your house rule - Character Creation

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jojodogboy
Patreon Supporter
Joined: 2017-09-04 12:05
Share your house rule - Character Creation

This thread was started in the hope that we can create a list of house rules on a single topic - Chacter creation.  The speed of Core ACKS + Players Companion char generation is one of the great strengths of the system.. What tweeks have you addded for our campaign?

jojodogboy
Patreon Supporter
Joined: 2017-09-04 12:05

My campaign - 

Roll two sets of 3d6 (each set a different color, e.g. 3 red d6 and 3 white d6).  Roll the dice for each characteristic in order, adding up the dice of the same color.  The PC must choose one of the two characters as their PC.  The remaining character is given to the DM to use as an NPC.

The PC chooses a class. They can choose any class as long as the prime characteristic is at least 8.  If the class thas two prime characteristics, both must be 9 or higher.  Once a class is chosen, the character gets +1 to the prime characteristic (up to 18).  If the class has two prime requisites, the PC must choose one of them to receive the bonus.  

The PC can reduce any of the chars non-prime stats by 2 to raise any of the chars prime requisites by one, as long as the characteristic does not go below 9.

The PC must roll the 6d6 one more time, adding up each of the dice off the same color, ending up with 2 numbers from 3 to 18 to determine their starting class template.  The PC must choose one of the templates from the Players Companion for their class that they rolled, determing their starting equipment and proficiencies.

Half of the bonus proficiencies from a high intelligence can be a class proficiency (i.e. 13 int get 1 bous class prof, 16 Int gets 1 bonus class prof, one bonus general prof, 18 int gets 2 bonus class prof., 1 bonus general prof.).  The PC can choose the bonus prof. immediately, or choose them during play.  

Bonus arcane spells are randomly generated.

All chars begin with max HP for their class at 1st level (roll after that).  

This results in a character ready to go within 10 minutes, even if there is some added XP (for a replacement char and an XP bank).  It works great for new players or experienced players and the templates are GREAT for flavor and makes each character unique.  The max HP and +1 to prime char makes it more likely that whatever they roll, they can make a character they can play. 

Nikephoros Phokas
Joined: 2011-10-19 17:02

Roll 5 sets of stats, one is picked for your character the rest given to starting henchmen. You may not modify the stats.

Pick class. Either start with maximum HP or start with HD+2 HP.

Roll starting gp. Pick a class kit you can afford. Class kits contain starting equipment, starting languages, alignment requirements, starting spells (or spell list for clerics) and a special ability (usually corresponding to an ACKS proficiency but not always). Proficiencies are not in use. 

jojodogboy
Patreon Supporter
Joined: 2017-09-04 12:05

Roll starting gp. Pick a class kit you can afford. Class kits contain starting equipment, starting languages, alignment requirements, starting spells (or spell list for clerics) and a special ability (usually corresponding to an ACKS proficiency but not always). 


-Nikephoros Phokas

Are the class kits similiar to the templates in the PC?  (They were based on 3d6x10 starting gold)

Nikephoros Phokas
Joined: 2011-10-19 17:02

I'll post two examples, one mage kit and one figher kit.

Steppe Warrior
Nomadic warriors that often bolster the Japanese armies as mercenaries. They are skilled horse archers hardened by the endemic warfare of the steppes.

Language: Turkic

Starting kit (cost 140gp): Light horse, military saddle, shortbow, two quivers with 40 arrows, scimitar (medium sword), leather armor (AC2), embroided tunic, boots, fur hat.

Special ability: Parthian shot, you can shoot a missile at any point during your movement, even during a withdrawal. You may retreat or withdraw even if you did not declare it before rolling initative.

Steppe warriors may be of Neutral or Chaotic alignment. They are typically found on the plains or employed as mercenaries.

 

Aurochs Order Arcanist
The Order of the Aurochs is the oldest of the open schools of magic. They decorate their helmets and hats with horns and call the spirit of the aurochs to strengthen their magic by ‘throwing up the horns’ with their hands.

Language (casting language italicized): One human and Braying Chant

Starting kit (cost 40 gp): Spellbook, labrys (medium axe), blood red robes, extravagant horned helmet, crakows.

Special ability: Invocation of the Auroch, if both your hands are free when casting a spell you count as two levels higher for the purpose of the spell cast, saves against the spell are two points more difficult.

Aurochs Order Arcanists can be of Neutral or Chaotic alignment. They are found in rural communities or sylvan sanctuaries.

Available spells:
1st level
Charm Person
Detect Magic
Green Sleep
Protection from Evil
Shocking Grasp

2nd level
Elf’s Food
ESP
Wizard Lock

 

BigFatStupidHead
Barbarian Conquerors of Kanahu BackerACKS Heroic Fantasy Handbook Backer
Joined: 2017-07-30 22:31

Templates are rolled on 3d4. Rolls of 3 or 4, and 11 or 12 are combined, otherwise each value has a single template assigned to it. This ends up with a flatter distribution curve than 3d6, so you might actually see someone with the Lancer template in a game.

jojodogboy
Patreon Supporter
Joined: 2017-09-04 12:05

Nikephoras - Good stuff for a specific campaign setting.  If I ever get around to a full conversion of my original 1st edition campaign to ACKs, maybe I'll have the energy to add specific templates/kits.  

BFSH - I will allow a PC to choose one of the existing templates if they really want a specific one.  

Alex
The Autarch
Joined: 2011-06-30 18:10

Really excellent and interesting house rules!

tire_ak
Patreon SupporterSinister Stone of Sakkara BackerLairs And Encounters BackerBarbarian Conquerors of Kanahu BackerACKS Heroic Fantasy Handbook Backer
Joined: 2015-05-27 22:24

My game has stronger medicinal herbs. They grant a +4 instead of +2 to the relevant throws to cure disease, neutralize poison, or cure light/serious wounds. Their use allows characters with only one rank of Healing to make those throws at an 18+ (after the bonus) instead of not being able to do them at all.

I start new characters with templates - a player can choose from the default template (11-12) or the choice that they roll.  Players roll 5 sets of stats, and keep the other 4 on the back of their sheet to assign to henchmen or replacement characters.  We reroll another set of 5 once all the sets are used up.

I've replaced level loss from energy drain with the following: if you would lose one level, instead age 2d6 years and save vs death at +4. If you would lose two levels, instead age 2d12 years and save vs death. Catastrophic energy drain ages you 2d20 years, causes a mortal wound, and requires a save vs death at -4.

Divine spellcasters have limited spell repertoires like arcane spellcasters (spells per day plus Int mod), but gain Ceremonial Casting as a bonus proficiency with a separate (much larger) repertoire. 

I generate henchmen with a spreadsheet that produces a list with templates based on market class of 39% fighter-types, 24% thief-types, 24% cleric-types, 10% mage-types, and 3% non-humans.  They start with 0, 2000, 4000, or 8000 XP instead of levels 1-4. Human spellcaster henchmen are all eldritch ceremonialists.  Venturers never work as henchmen. Most nonhumans are dwarves or elves, but depending on the area you might find gnomes, thrassians, or beastmen.  Halflings are curiously absent. 

Characters lose gp at the end of each month equal to the wage of a henchmen of their level. I am thinking about changing this to (total XP / 40) to make it level-independent.

I haven't been rolling Loyalty for henchmen when they level up. They die often enough as it is. :)

Alex
The Autarch
Joined: 2011-06-30 18:10

My game has stronger medicinal herbs. They grant a +4 instead of +2 to the relevant throws to cure disease, neutralize poison, or cure light/serious wounds. Their use allows characters with only one rank of Healing to make those throws at an 18+ (after the bonus) instead of not being able to do them at all.

I quite like this rule.

I've replaced level loss from energy drain with the following: if you would lose one level, instead age 2d6 years and save vs death at +4. If you would lose two levels, instead age 2d12 years and save vs death. Catastrophic energy drain ages you 2d20 years, causes a mortal wound, and requires a save vs death at -4.

Cool rule.

Divine spellcasters have limited spell repertoires like arcane spellcasters (spells per day plus Int mod), but gain Ceremonial Casting as a bonus proficiency with a separate (much larger) repertoire. 

Interesting. That might make a good Axioms article. 

 

Dave
Patreon SupporterDomains At War BackerSinister Stone of Sakkara BackerLairs And Encounters BackerBarbarian Conquerors of Kanahu BackerACKS Heroic Fantasy Handbook Backer
Joined: 2013-03-17 15:23

4d6 drop lowest in order.  No point swaps.  Done.

I was a hardcore 3d6 guy for a while; ironically it was ACKS that converted me back.  4d6-L is fairly close to best of 5 sets of 3d6, and gets new players going faster.

Saturno
Joined: 2018-07-29 15:08

I've basically removed the Proficiency restriction of class. Every single Proficiency is in the same General segment, even the magical ones, and any character can purchase them. So for instance, I can play as a Mage with Berserkergang and Martial Training (flails/hammers/maces). Or a Thief with Divine Blessing. The only restriction is to make sense for the character, so there must be an explanation.

This allowed some interesting player characters, like this one:

Harryn, the Wildling
Cleric 1
HP: 6 / AC: 6
FOR 6 (-1), INT 10 (0), WIS 13 (+1), DEX 10 (0), CON 9 (0), CHA 9 (0)
Greataxe: Attack -1, dmg 1d10-1
4 Proficiencies: Adventuring, Berserkergang, Healing, Survival.

Harryn comes from a barbarian village in the middle of the wilderness. When his tribe was destroyed by their enemies, the boy escaped the horror, surviving in the woods for weeks until he was found by the priests of a borderland temple. The boy was adopted and initiated in the ways of the clergy, and after years of study he is a young cleric now, but still struggling to balance his brutal and uncivilized instincts with the calm piety the priests have taught him to pursuit.