House Rules

Only roll dice when asked to – if you roll without being asked you will be given a penalty to your next roll or the GM will be given a bonus.

No mobile phones allowed at the gaming table!

When you are asked to roll keep the dice in front of you until you are asked to roll again. Sometimes it’s not just about passing or failing, there may be degrees of success / failure.

Remember to keep a look out for stunts.

What your character can carry:

  • One main weapon and one secondary weapon.
  • One set of armor.
  • One backpack and anything attached to it.

Main weapons:

  • 1x Two handed weapon
  • 2 x One handed weapons
  • 1 x One handed weapon and a shield
  • 1 x One handed weapon
  • 1 x Bow and a quiver
  • 8 x Thrown weapons

Secondary weapons:

  • 1 x One handed weapon
  • 4 x Thrown weapons / Dagger

Fists / Gauntlets do not take up either of these slots.

A quiver holds up to 20 arrows

An additional 5 arrows can be held in your belt, but if you take melee damage these could be broken.

If you have a pouch belt, it come with all kinds of handy pockets and hooks and gizmos on it. then you can have up to 3 potions/poisons/grenades attached to it. However a pouch belt can only be worn and accessible when in Heavy Leather Armor or worse.

Arrow / Weapon recovery policy:

Arrows can not be recovered. They are one use only items. Thrown weapons can be recovered on a D6 roll of 2+. Non-thrown weapons which are thrown for some reason eg a spear can be recovered in a usable form on a D6 roll of 3+ If recovery is failed they can still be recovered but will need to be repaired at the next blacksmith for 10% of the weapon’s cost before they can be used as anything other than an improvised weapon again.

Anything which is not on your person as detailed above is in, or attached to, your backpack. You can not access your backpack or its attachments during combat. It is assumed you immediately drop it when combat begins. While your backpack is equivalent to a large rucksack, be reasonable as to what you could realistically fit in and attach to it and how much weight you can carry. If you think your character would struggle either drop or sell some stuff or give it to another character to hold on to.

Lockpicks. Each set of lockpicks must be bought separately. Your set might break if you fail to pick a lock. Rogues can use lockpicks without penalty, other classes can use them at -2.

Changes to Dragon Age rules:

Spellpower is now calculated using the following formula:

Spellpower = 10 + Willpower + Focus

Mana increase at level up is now 1D6 + Willpower

The GM reserves the right to add to or amend these rules without notice.

House Rules

Fucking about in Ferelden angry_angel