Send any comments at: firstname.lastname@example.org Return to Home page. Here's some Untested house rules I made to enhance game play. Let me know what you think about them. I was tired of generaly fighting 2 small creatures instead of a big one like in the starter rules but since I liked the new ways the troll and the massed creatures do their battles, I made those house rules. You can use only 1 WoD box to use my house rules but 2 WoD is best. If you use lots of Doom Cube dice, you don't really need my house rules. Remember that the normal rules apply unless specified otherwise in my house rules. Encounter --------- Instead of having a normal creature, it's now considered the base health of the creatures in the battle. That health will be added to the troll, to the massed creatures and to the monster. Special monster die ------------------- The blocking ability will be applied to each creatures. The troll will have combat dice to attack and another set of combat dice to block. the entire massed creatures will use the combat dice to block, that means the first creature use all the combat dice, the folloing one use the remaining ones, etc. Major Encounter Die ------------------- The basic health is added to each creatures(monster, troll and each creature in the massed combat). Weaponry -------- Using those rules mean that the creaturess are usualy beefed up and harder to beat. I like it that way but to counter-balance that power, it's now possible to keep the Weaponry results. During combat, you can use a Weaponry result to reroll any burning skull result rolled while fighting at that landscape. Advanced Icons -------------- Full moon: Can be used with the monster die, the troll die or one creature die in a massed combat. Twin monsters: Unchanged functions exept that it duplicate a monster, a troll or a massed creatures. Battle ------ All monsters, Trolls and massed creatures are now fought in one battle and to show this, they are still fought separatly but each burning skulls rolled in the previous combats are not used unless weaponry results are used. The order in which they are fought is up to the active player. *********** * Classes * *********** Magic User ---------- Weapons cannot be upgraded but the character itself can be upgraded to add 1 to your magic value. The expertise dice may not be used. The magic can be upgraded as if it was a weapon but it's not considered one for any other purposes exept that it can be downgraded. To upgrade the magic, follow the same procedure as for weapons but only magic results count. You only need 3 magic results to upgrade the magic value(max of 4 try instead of 5). Before combat, instead of rolling the magic die, a magic user can raise his magic by the current magic value(E.g: if magic worth 2, each magic results used add 2 to your magic in combat). You can still only use 2 magic result before a battle. Weaponry results cannot be kept but they can be transformed into magic but this magic cannot be further transformed; it still can be used to heal. Mage: The primary weapon is magic and worth the usual magic value + 1. Bard: The secondary weapon is magic and worth the usual magic value. Wizard: Both weapons are magic and worth the usual value + 2. The magic value may be upgraded twice. Example: My character is a mage, his magic is upgraded so, it worths 3 points and he is about to fight his battle. I chose to use my maximum of 2 magic results to raise my magic result by 3 twice so, during the battle, my magic results will worth 9 and my secondary weapon will worth 1. God's power user ---------------- The magic can be upgraded as if it was a weapon but it's not considered one for any other purpose exept that it can be downgraded. The character itself can be upgraded to add 1 to your magic value. The expertise dice may not be used. To upgrade the magic, follow the same procedure as for weapons but only magic results count. You only need 3 magic result to upgrade the magic value(max of 4 try instead of 5). After combat, you can use magic to remove the number of damage equal to your magic value; the potion die(dice) can still be used instead. Up to all your magic can be spent that way. If the damage is reduced to zero, the monster is considered defeated. The weaponry results can be kept or can be transformed into magic but this magic cannot be further transformed; it still can be use to heal. Instead of using the potion die(dice) to heal during healing phase of the preparation, you can use the magic results to remove damage points equal to the value of your magic value. Druid: The primary weapon is magic and worth the usual magic value+1. Cleric: The secondary weapon is magic and worth the usual magic value. Priest: Both weapons are magic and worth the usual value+2. The magic can be upgraded twice. Example: I use the optional rules and I have an Elf Cleric that has both his magic and primary weapon upgraded. So, his primary weapon worths 2 points and his magic worths 3 points (usual value is 2 and it's upgraded). I use a magic result from my play area to roll the magic die and the result is that one of my weapon is 4. Since I only have one weapon, it's my primary that is 4. I'm losing the battle and I received 3 damages so, I use a magic result from my play area to remove 3 points of damage and since I now have no damage, the monster is considered defeated. I could still have used the potion die(dice). Warrior ------- Soldier: No magic result can be kept or used but it can still be transformed. In combat, magic results is considered a no result. When the character is upgraded, the soldier can use 6 expertise dice and his improvised weapons worth 2. The soldier also have all three weapons that can all be upgraded and they all worth the same as the primary weapon (before upgrade of course). Adventurer: The basic character. Paladin: Cannot steal runes. After combats, You can use one magic result to use the potion die (dice) immediatly; this can be used only once each turn. If the damage is reduced to zero, the monster is considered defeated. ********* * Party * ********* This is possibly too powerful for the current battles but it seem interesting enough to be explored. Here's what I came up with. Of course, one city of doom is needed for each character in the party and each players must have the same number of members in the party. A maximum of 4 members can be added to a party. Each party members is considered a different 'player' for all purpose exept: -What can be use during your opponent's turn is kept global. -The reserve is common to all party members. -Dice cannot be transfered from one party member to another. -Magic users can use magic to use the magic die on another member in the party. Only the magic die can be use that way. Other ways to use their magic cannot be transfered that way. -God's power users can use magic to use the potion die(dice) on other party members. All other ways to use their magic cannot be transfered that way. -During combat, each member's combat results are added together. -It's possible to assign members to monsters instead of all members facing one monster at a time. Example: if there are 2 monsters and 4 members, 2 members can be assigned to one monster and the 2 other members can be assign to the other. Remember that burning skulls are not rerolled for the entire battle unless weaponry results are used. To raise the challenge, multiply the number of monsters in a battle by the highest number between the landscape die and both city dice. If the landscape is a doom land, the highest landcape die in the path is used, including city dice, as the multiplicator. For example, let say that both encounter dice are rolled(doom land) and a monster result and a massed monster result are rolled, let also say that the highest landscape is a mountain(3), there will be 3 monsters and 3 massed monsters generated. Those party house rules will probably make longer games, though. Other house rules I use is to generate randomly not only the character but also the weapons used by the character. We also merged step 5 and 7 in one step when in a landscape that is not the last one by doing only one throw. Another untested house rule that seem interesting is to treat the doom land like any other landscape, that means it's placed where it's rolled, it's not removed after a player defeats the monsters, discoveries and preparations are still made and a food is needed to move from a doom land. All other rules for doom lands still apply.