House Rules

Here are the house rules and options that we follow in our game.


GM Awards

So, I’ve been toying around with the idea for a while and am thinking about implementing it. In addition to the Legend Points for posting, I am thinking about also giving 1 bonus GM Award/Coupon that can be used at a later session.

Awards/Coupons would include things like the following -

  • 1 Free Karma to be used in conjunction with a Damage Test
  • 1 Auto Explode on any Action Test or a Recovery Test
  • 1 Free Reroll on any dice roll
  • Auto Success on an attribute only test
  • Ability to use an additional Karma on a Discipline talent (total of 2, must be declared before rolling all dice)
  • 1 Rank’s worth of Karma Refill without having to spend LPs (I.E. an Ork can max out Karma to 5 at rank 1 Karma Ritual. Therefore this bonus will allow him to regain up to 5 Karma without cost.
  • The GM will pretend that your character has 8 hours to meditate on one talent, provided you have the necessary Legend Points

These will not be given in excess and to start I will likely restrict their use to once per session per character (to avoid temptation for intentional stockpiling)


Classic Dice

Effective 8/6/2011 we will be using 3rd Edition Dice Rules. We decided it was more consistent after seeing the dice rolls from the group. Below is merely the original house rule for reference purposes only.

1st and 2nd Edition of Earthdawn (also known as Earthdawn Classic or EDC for short) used D20s and D4s as action dice from steps 14 onward. Blame it on Nostalgia, or even just the strong desire to actually run a complete campaign of Earthdawn using the dice system I used to know, but we will be utilizing the original dice system for ED3 under the alternative dice chart provided Here by RedBrick LLC .

Future campaigns may retract this option, as may other conditions in the current campaign, but for now, in “Who Really Kaers?”, we will be using the Classic Dice.

Click Here to see a side-by-side comparison of the two dice charts.


Durability as a Discipline Talent

Under current ED3 rules, Durability is a Talent Option. I feel this limits progress of a character since Durability is the main way to increase your character’s health points. A player should not have to decide between Durability and another talent, and most players seem to automatically take Durability as a no brainer who don’t have this house rule.

Many gamemasters of ED3, as evidenced in the forums, have simply added Durability as a Discipline Talent making it so your character can obtain 3 talents at Circle 2 instead of the previous limit of 2. We will be following this same approach in our game. Each Circle afterwards will still only be limited to 2 new talents (1 Discipline and 1 Talent Option).


Using All Talents to Advance

(see pg. 240 Player’s Guide)

ED3’s core rules state that a player must have all Discipline Talents at the same rank as the circle they intend to advance to. Being that there are Talent Options that can shape what kind of Discipline Speciality you are, I feel that the core rule limits the player’s control of their character’s uniqueness and speciality.

Under the optional rule stated on pg. 240 of the Player’s Guide of ED3, which was a core rule in EDC, a character must have a number of talents at the same rank number as the circle which they which to advance to, with at least 1 of those talents being from his current circle. This is the rule our gaming group will be adhering to.


Aligning Talents and Skills

(see pg. 240 Player’s Guide)

Characters who have spent Legend Points, time and money into advancing their skills should be considered at an advantage if they’d like to take the Talent Equivalent (if and when available to them). If a talent is presented to a character who already has the skill for the same talent, they can take that talent and align it with their skills according to the rules for Aligning Talents and Skills on pg. 240 of the Player’s Guide.


Attribute Improvement Paid Increases

Current ED3 rules for Attribute increases make it monetarily expensive and timely for a character to be able to improve an Attribute, while already requiring a hefty price in Legend Points. Even EDC had some stringent rules on Attribute increases (had to pay LPs but also had to pay the cost RIGHT when you advance in circle).

I am taking an option from the Player’s Guide and modifying it a little for a house rule. Anytime after advancing a circle you can opt to increase a single attribute value by one point by paying the appropriate Legend Point cost. The increase can only happen once per circle, however you can opt to save your opportunity to increase the attribute until a later time.

    Harrison Jones has just advanced to Circle 2. He is now entitled to spend 800 Legend Points on any single attribute value by 1. He does not have the Legend Points to spend on the attribute immediately after advancement so decides he will wait until later to do so. Several times during his life as a Circle 2 adept he obtains enough Legend Points to advance the attribute but decides the points would be better spent on talent rank increases instead.

    Harrison decides to advance to Circle 3 and never increased an attribute during his time as a Circle 2 adept. Now that he is Circle 3 and never increased an attribute during Circle 2, he could now increase a single attribute 2 points (paying 800 Legend Points for the first increase and 1300 Legend Points for the second) or could increase two separate attributes 1 point each (paying 800 Legend Points each). Decisions…decisions…


Minimum Weapon Damage

(see pg. 221 Player’s Guide)

When a player rolls really awesome on their attack but rolls a 1 one their damage, it’s depressing. Following the optional rule on pg. 221 of the Player’s Guide, if a player rolls a Good success or higher on an attack – the minimum damage done is the damage step used in the attack.


    Jeff’s character attacks an Ork Scorcher with Melee Weapons and rolls a 25 (exploding dice, of course!). He’s stoked about how well he rolled and the GM tells him it’s an Extraordinary success. Jeff knows that his damage will be armor defeating and rolls his damage dice for his Broadsword. Sadly, he only rolls a 3. However, since the Damage Step for the Broadsword is a 5 and his Strength step is also a 5 (for a total Damage Step of 10), Jeff’s character does the minimum damage of 10 for having gotten better than a Good result on the attack test.


Damage to a Limb

(see pg. 223 Player’s Guide)

House Rules

Earthdawn - Who Really Kaers? gryphon410