<Back to House Rules  <Back to Main

House Rule - Higher Successes and Damage by Walt - 10/01/02

To my mind, the "Combat Pacing" solution (page 270) could work; however, it's not satisfying to the gamer in me (and in my players). Instead, I've increased the lethality of the higher successes.

That is, with the rules as written, a Success generates the normal 2d6 + modifiers in damage; an Extraordinary Success (11+ above TN) generates Maximum damage.

I've just lowered these thresholds to the following:

Complete Success (1-5 above TN)........2d6 + Mod
Superior Success (6-10 above TN)........Maximum damage
Extraordinary Success (11-15 above TN).....Max dam PLUS 2d6 + Mod
Phenomenal Success* (16+ above TN).........Double Max damage

And, just to follow this line of reasoning, I treat a Marginal Success (equal to TN) as generating one fewer d6 in damage--a "glancing blow", if you will (i.e. a Marginal Success with a Longsword would do 1d6 + Modifiers in damage; a Marginal Success with a Punch would do just 2 + Modifiers since a Complete Success with a Punch would do 1d6+2 + Modifiers).

I had my first session last night, and it worked perfectly. During the only combat of the evening, a Warrior (Scout) scored a hit 17 points above the TN--thus doing Double Max damage (in this case, it was 40 points--enough to bring down the foe who had been hit already once or twice)

* Editor's note: Phenomenal Success is also a House Rule - Manveru


<Back to Top    <Back to House Rules    <Back to Main