I am looking for simple, instantly memorable Homebrew Rules that don’t overcomplicate the game but significantly boost the fun or the Quality of Life.
My questions:
What simple, easy-to-remember rule did you introduce that you can’t play an ICRPG session without anymore? A rule that guarantees no one is bored and everyone is hooked.
Is there a gap in the rules that you fill with a Home Rule because you feel it makes the ICRPG adventure complete?
My own house rules:
I always roll Checks and Effort rolls together in combat. I always allow Big Effort rolls to speed up the game and prevent frustration from low rolls. If players roll +5 above the Target Number, they get an additional Effort roll, but without the Big Effort bonus.
I use Player-Faced Defense Rolls.
Players use their CON + Armor Value (without the +10) as their Defense modifier against the Target (usually TN 12). I use Easy or Hard, depending on the enemy. Players can argue for Advantage when describing their action.
For the Timer, I always roll the More Timer option (2d4, take the highest value).
With leveling, i give them options to increase stats, a milestone from class, path, or my own thing, or gain a heart. I feel it makes for a longer icrpg campaign
(“What simple, easy-to-remember rule…”) DEFENSE ROLLS!!!.. I have been playing with Player-Facing Defense Rolls since my first days of ICRPG. Players love it.
(“Is there a gap…”) WEAPON TAGS and ALLIES. I introduced these rules in my games years ago and wrote about them extensively in the past. Depending on the setting I also use “SPELL ENERGY” or MP instead of the simple cast-at-will system of ICRPG… Basically, characters have HEARTS for HP and for ENERGY. Casting a spell requires 1 ENERGY (Rank I), 3 ENERGY (Rank II), 6 ENERGY (Rank III) or 10 ENERGY (Rank IV). You can take a FOCUS ACTION to recover 1 + WIS ENERGY (just like a RECOVERY ACTION gives you 1 + CON HP back).
About your own house rules, rolling Checks/Attempt and Effort together seems to be more of a way to speed up the game than a rule per se, no? But the idea of rolling 2D4 for Times and taking the highest number is pretty good. I had forgotten that option existed
Do you have a specific blueprint or level progression table for that? For instance, do they get +1-2 Stat AND a Milestone at certain levels?
I ask because I’ve experienced that many players tend to forget their specific abilities (too much text to track). That is why I usually prefer raw number increases (stats) over adding more mechanics.
I often use the finger method with casual groups, but I have players who dislike that and want counting squares when we use a Battle mat.
That is why I sometimes prefer to stick to the Index Card method shown in your video: One card away is NEAR, the next one is FAR. https://www.youtube.com/watch?v=uXmnxmzfOzM
I actually use both. Sometimes a single TN for the whole scene doesn’t feel right, especially when you have mixed threats like Minions (Easy), a Captain (Normal), and a Dragon (Hard) all at once.
So I use Easy/Hard adjustments to distinguish the difficulty of the enemies or interactables, and reserve Advantage/Disadvantage for the players’ specific actions or tactical conditions.
OMG, I have read through your entries and am really fascinated by your dedication. This is highly interesting stuff, and I will definitely borrow some ideas (specifically the weapon list with tags).
You’re right with the speed up game mechanics. I don’t want players to get bored waiting.
Rolling almost always with Big Effort or More Timer… maybe that is me going easy on my players, but my first priority is always player fun.
Thanks, man There’s a lot from the old forums I still have to bring here to share with new Players and GMs, hopefully I’ll be able to do it faster in the coming weeks.
While I agree with “the priority is always player fun”, my own Players are very old-school in the sense they value highly challenging games. They don’t care about PC mortality, as long as everything is memorable.
This isn’t a must-have rule but a new one I do enjoy. I’m using it in my next ICRPG supplement that I’m working on. In my game, it’s called Grit and you get 3. Whenever your turn starts but you’re at 0 HP, you mark off 1 Grit and roll CON against target number. If you succeed, you pull yourself back into the fight at 1 HP. If you fail, you’re that much closer to death and your turn is skipped. In a way this is like Death Saving throws except you only get 1 back with a long rest or basically each session.
The point was to keep the pressure of dying present but take away the possibility of “you’re bleeding out, someone helped you up, you’re bleeding out again, up again, down again.” LOL it’s more about your own will to survive, your Grit!