Pen and Paper RPG House Rules

Making our favorite games even better

Tag Archives: House Rules

D&D 5e House Rules: Seizing the Initiative and Counterattacking


fencingbook

A counter attack is different from a parry and a riposte in that the defender seizes the moment/initiative away from the initial attacker as if they hadn’t even attacked versus defending and then attacking back. The German grandmaster Liechtenauer used the concept of Indes and the Italians used mezzo tempo or contra tempo to illustrate how to decisively and ‘instantly’ to feel out and orient their observations to take action and advantage of a moment in time during combat.

Counterattack: An offensive action executed into an opponent’s attack. A fencer might choose to counterattack if they believe their opponent’s attack will miss, or they might combine the counterattack with an evasive action (such as ducking beneath the opponent’s attack) or simultaneously using their blade to deflect their opponent’s attack during the counterattack (called a counterattack “in opposition”).

Parry and Riposte: uses the strength of one’s own blade to avoid the opponent’s blade. After performing it, the fencer then counters the attack with a combined attack which would force the opponent to parry, allow you to counter parry the opponent’s blade, and allow you to penetrate their next parry to win.

So for D&D purposes a great way to add this to the game is to allow proficient defenders to Counterattack weak attackers as an opportunity attack reaction.

This works great for any type of attack even a non-combat attack.

An NPC tries to use Intimidate on a character proficient with Insight and/or Intimidate. The intimidator fails badly so the defender could see the attack coming and before the NPC had even gotten the insult out the defender already had a comeback out and zinging.

Mechanics:

When a defender who is proficient in the skill, game, tool, or weapon is targeted by an attack or skill check in which the roll is a 1 or the total was less then the defender’s ‘To Hit’ total with their equipped and proficient weapon or appropriate skill total than they can react as if the attacker had provoked an attack of opportunity with their failed action.

Exempli Gratia:

The orc raises his battle axe over his head and telegraphs his attack with bunched muscles and a roar and rolls a 2 with a ‘To Hit’ bonus of +3 for a total of 5 missing by a mile. The skilled Knight seeing this responds with a thrust to the orc’s exposed throat before the axe even has a chance to come down.

The Knight had a ‘To Hit’ of +6 which is higher than the 5 rolled by the orc and thus the Knight has a chance to use her reaction to take a free shot at the orc with an opportunity attack.

Effects of House Rule:

This makes proficiency a much bigger deal which is very important at low levels and not very reflected by a +2 modifier. It adds a bit of spice to social combat as well providing a useful mechanic. When a low skilled character takes on a high skilled character by making a poor attack it really has a penalty now which should factor into a character’s cost benefit analysis and opportunity costs when dealing with a skilled or better enemy.

It also becomes interesting at high levels when a character is faced with a large number of incompetent enemies who leave themselves open every time they attack.

D&D House Rules:

Character Creation Backgrounds

Crafting, Magic Items, and Economics

Familiarity vs Proficiency

Character Focus

Tactics of Mistake

Counterattacking

Advertisements

D&D 5e House Rules: Tactics of Mistake


aj-man-fighting-death-2400px

So, basically what I’ve done is take the concept of having to make a tactical or style decision prior to physical, social, or mental combat from my own game and applied it to D&D 5e.

This house rule can be used for any type of conflict and while presented here in a very simplistic form can be easily adapted to provide greater flexibility. Given that 5e has moved to an aesthetic of simplicity and clean lines I will endeavor to provide a rule in line with the style of the gaming system.

I have done no playtesting of this house rule within the game system of D&D 5e so it might not be perfect and it is an adaption from my own rpg game so it doesn’t fit as perfectly and I’m not as expert in 5e as I am in my own game. Thus, there may be weaknesses or errors that I have not thought out yet. Let me know your thoughts.

I wanted to bring to 5e something simple that also provided both mechanistically interesting choices and allowed for a more rewarding framework for roleplaying your character.

With this house rule there is a real difference between a bold dashing swashbuckler with a rapier who takes wild risks relying on their skill and bravery versus a cold calculating assassin laden with a lifetime of dirty tricks with a rapier vs a brilliantly fast tournament champion with a rapier et cetera both in how they roleplay an encounter and how they would fight in the encounter.

Also, this provides a framework for social combat like the viking flyting or the rap battles of today or backstabbing courtiers trying to undermine a rival. For mental combat like a game of dragon chess this makes things more interesting than just rolling a die and checking for proficiency.

For mental combat like a game of dragon chess this makes things more interesting than just rolling a die and checking for proficiency. It also would work really well for some type of astral combat or dream combat.

The tactics can have a big effect but since your opponent also is able to take advantage of a tactic it balances out.

A side benefit is that this lessens the negative effect of not min/maxing a character. Having a fighter with a high wisdom can now be pretty damn awesome versus mainly useless.

It also spreads out the gaps between ratings on Attributes. Getting hit with an axe by the actor who plays the Mountain is literally going to be double or triple the newtons applied by a very strong trained Olympic athlete with a mere Strenght mod of 2 or 3. The effect is going to be a much bigger difference than 2 points of damage on a blow.

Speaking of the Mountain in Game of Thrones his fight with the Red Viper is a perfectly could comparison between a strength and constitution based fighter versus a smart and agile fighter. They would be switching based on the situation between those two tactics in most duels.

Mechanics:

In this version, there are six tactics with one tactic attached to each attribute. Based on your proficiency bonus you get that many additional tactical points to spend in total on those six tactics. Each tactic uses the linked attribute modifier as its base along with the tactical points from proficiency.

An optional rule would be to replace the ‘Strength’ saving throw with the ‘Potency and Might’ saving throw regardless of what tactic is chosen in a round. This has the side effect of making it easier for everyone to make their saving throws including monsters but does provide an extra point of differentiation between different characters.

For one versus many opponents, the many may add together when working as a unit their total tactical points and apply that to the leader’s roll. If working as a unit than all must be using the same tactic just for ease of use. If not acting as a unit than just handle as normal for a one on one duel.

Potency and Might: (Strength)

Roleplaying:

With this tactic the character relies on their power so in physical combat they might grapple or bind or shove their opponent to clear the way for a strike while in a game of dragon chess they rely on clear and simple but capable strategies and in a social battle they would strike out in a forceful and straightforward way to achieve their goal.

Mechanics: 

Compare the difference between the attacker’s Tactical Rating in this Tactic and their opponent. Apply the difference to the attacker’s ‘to hit’ roll and either bump up, leave alone, or drop down the weapon’s damage by x steps as well. For a +1 difference a d6 goes to d8, a 2d6 goes to 2d8. A -2 would take a d8 to a d4. Below a d4 the damage is simply 1. Using this tactic is a bad idea for a human against a giant! Stops at d20 for bumps increasing damage.

For non-physical conflict apply the difference on any Checks or Saving Throws.

Vigor and Fortitude: (Constitution)

Roleplaying:

With this tactic the character relies on their toughness, stubbornness, and will to keep going. In physical combat they roll with the hits thus diminishing and spreading out the force from enemy strikes and simply rely on greater conditioning and toughness to win out over their enemies. In a game of dragon chess they would castle early and play a defensive point based game hoping for their enemy to grow weary in trying to assault their defenses. In a social duel they would simply weather any attacks on their character or manipulations with pure stubbornness and force of will.

Mechanics:

Apply the Tactical rating to the character’s Armor Class against the following damage types: bludgeoning, force, necrotic, thunder, cold, and lighting. Slashing if the character is wearing armor or using a shield.

Apply the Tactical rating to social and mental saving throws used to provide defense in social, magical, psychic, or mental combat.

Celerity and Agility: (Dexterity)

Roleplaying:

With this tactic the character relies on speed and grace to avoid and defeat their enemies in any arena. In physical combat they evade strikes, riposte, and place hits with precision and finesse.In a social duel they can lay down the right turn of phrase to shut down or invalidate an opponent’s argument and in a game of dragon chess they prefer an open style of game with many options and ways to shift their defense and strike at many points of weakness.

Mechanics:

Compare the difference between the attacker’s Tactical Rating in this Tactic and their opponent. Apply the difference to the attacker’s ‘to hit’ roll and their AC and any Dexterity saving throws in physical combat. In social and mental settings apply ‘to hit’, Checks, and to any appropriate ‘saving throws’ to for defense including mental attacks. Think of the defender having a slippery mind against psychic assaults for example.

For non-physical conflict apply the difference on any Checks or Saving Throws.

Guile and Artifice: (Intelligence)

Roleplaying:

The dirty street fighter or wily gladiator. This tactic is epitomized by the meme of ‘Old Age and Treachery beat Youth and Skill every time’. Throwing a bit of sand in your enemy’e eyes or dosing a rival bard with laxatives before a battle of the bands competition before the baron are all examples of using guile and artifice to defeat your enemy. A favorite of mine is from Roger Zelazny’s Amber when Corwin defeats Lord Borel with a dirty trick and Corwin retorts that this is a fight to the death, not the Olympic games. Guile can be thwarted by a near equal intelligence and sneakiness or common sense, perceptiveness, or wisdom. Casting a charm spell after dosing a target with a drug that makes them more trusting or open in order to ply for information would be an example of using this tactic in a non-combat situation. A rogue wizard with no moral compunctions and time to plot can be a much more dangerous enemy than a rampaging demon lord.

Mechanics:

Compare the difference between the attacker’s Tactical Rating in this Tactic and their opponent’s Tactical Rating in this Tactic or their Prudence and Sense Tactical Rating whichever is higher. Apply this score to ‘to hit’, any Checks, and bump the damage or DC of any spells cast just like in the Potency and Might tactic. A +1 difference boosts a d6 damage die to d8. Max of d20 and min of 1.

Prudence and Sense: (Wisdom)

Roleplaying:

Cautious and opportunistic. This tactic is for the person concerned primarily over there continued life and wish to be careful in conflict. Reserved and perceptive the martial artist or fighter using this tactic waits for their opponent to make a mistake or reveal a weakness. The primary goal is to stay alive and defeat your enemy. This is a good tactic to take against a better-skilled enemy or when trying to hold a line when you’re more wise than tough. This is also a good tactic to take against the unskilled enemy as they are unable to evade your strikes and you have improved defenses against everyone. It is easy to evade strikes when you know what the enemy is going to do before they do.

Mechanics:

Add Tactical Rating to the character’s AC and all Saving Throws.If your opponent is not proficient or familiar with their weapon you automatically hit them without the need to roll as long as you are proficient.

Same goes for social and mental conflict. If you are proficient at Dragon Chess and your enemy is not you automatically win by simply not taking risks and knowing how to avoid basic mistakes and exploit incompetence by being careful. In the social arena an expert intimidator can fairly easily turn the tables on someone trying to intimidate them who has no clue how to properly intimidate.

Audacity and Courage: (Charisma)

Roleplaying:

With this tactic the character relies on boldness and bravery to win the day. The sudden strike or the barbarian charging in a frenzy or the swashbuckler leaping toward the hanging rope to ride the chandelier down are examples of this tactic. Force of personality can really win the day and intimidate or amaze your opponents giving you the psychological edge. The berserker charging a waiting nest of pikemen knowing that they will get hit but hoping to take down some before they go. The Paladin raising their singing Vorpal blade before leaping into the Abyss after the falling undead lord would be a great example of this tactic in use. Sometimes being brave can be stupid but if you really are much better than your opponents you can more easily defeat them with this tactic and do so in style. Also, by being bold and on the offense you can seize the initiative away from someone not fighting in the moment.

Mechanics:

Apply the Tactical rating to the character’s ‘To hit’ or Ability Check and subtract the rating from their ‘AC’ and ‘Saving Throws’. The secondary ability of this tactic is to seize initiative by being in the moment and following their skill or intuition. Add Tactical rating to Initiative score and if this raises their Initiative above their opponent they may preempt their action and take their spot.

Exempli Gratia:

The Giant has a Potency and Might of 5 and a Celerity and Agility of 0.

The Knight has a Potency and Might of 0 and Celerity and Agility of 5.

The giant choosing the Potency and Might tactic with a difference of 5 points would strike with their club gaining a +5 to Hit and damage upgraded to d20. So, if the giant had a Proficiency bonus of +2 and a Strength Modifier of +4 he would roll a +11 to Hit and d20 + 9 for damage.

The nimble knight choosing the Celerity and Agility tactic with a difference of 5 points would strike with their club with a +5 to Hit and +5 to AC. So, if the knight had a Proficiency bonus of +2 and a Dexterity Modifier of +4 and was using a finesse weapon he would have a +11 to Hit and a +5 to AC to evade the giant’s strikes.

In a fight between more similar opponents the tactics would be less effective making a more well-rounded character more useful against someone who is a one trick pony. Thus, allowing those extra Tactical points from a character’s proficiency bonus. This lets a PC who is weak in one area mechanically make up for it with an unexpected tactic in battle.

If you spend a lot of time fighting orcs who are completely untrained in using martial weapons it would make a lot of sense to get better at Prudence and Sense to avoid their wild but powerful swings as you watch them telegraph their every move.

Other D&D House Rules:

Character Creation Backgrounds

Crafting, Magic Items, and Economics

Familiarity vs Proficiency

Character Focus

Tactics of Mistake

Counterattacking

Shadowrun Overhaul: Reagents


This will be just a quick overview of my reagent house rules. More in depth rules will be covered in my Artificing Overhaul rules. I have added a new type of reagent called Flawless that is the step up from Radical. So instead of 30 Radical reagents being used to make Orichalcum it is 3 Flawless reagents.

For new Foci rules see here: New Foci

A big change is that only a single dram of a reagent can be used to aid a magical test or procedure. More than one reagent may be used in a long extended process by having the process be discrete. Each day of Artificing or building part of a Magical Lodge or each hour of Binding is a separate process for example allowing more than one reagent to be used in those cases.

Also, a reagent can be used by an Adept as long as the test is enhanced by their magic. An Adept with Nimble Fingers could benefit from the use of a reagent on a Palming test.

Each reagent has a Quality and a Grade. See Talismonger’s Guide to Harvesting Reagents for information about a reagent’s Quality. Alchemists use their skills to refine lower grade reagents to higher grade reagents following the rules on pages 210 and 211 of the Street Grimoire. The main changes are that there is one more step before making Orichalcum because of the introduction of Flawless reagents. The other is that during the process of refining reagents the Quality of a given batch is equal to the worst reagent. So, 9 Prime Quality Refined reagents mixed with a Sub par Quality Refined reagent would distill into a Sub par Radical reagent.

Quality of Reagents:

The Quality of any reagent that has undergone refining is determined by the lowest quality of any component dram. This makes accurate discovery of the grade of all reagents important during the refining process especially with Orichalcum and Flawless reagents because of their cost and use in Artificing.

Prime: 100% higher base cost and 50% faster to refine than baseline reagents.

A critical glitch is downgraded to just a glitch and a regularly rolled glitch is treated as a normal roll while the reagent is in use with any magical tests. When using a Refined or Radical reagent the magician has the benefit of spending Edge on a single magical test during the duration of the reagent as well as gaining the benefits of being unlikely to glitch.. This is compatible with the magician actually spending a point of their Edge.

Superior:  50% higher base cost and 25% faster to refine than baseline reagents.

Using a Superior reagent reduces the chance of glitching by ignoring a single rolled 1 from any magical test during the duration of the reagent. When using a Refined or Radical reagent the magician has the benefit of using the rule of 6 on a single magical test while the reagent is in effect.

Baseline: No modifer to base cost or refining time.

Sub par: 25% lower base cost and 25% slower to refine than baseline reagents.

All magical tests while the reagent is effective are modified so any 2’s rolled are counted as a 1 for declaring a glitch or critical glitch.

Inferior: 50% lower base cost and 50% slower to refine than baseline reagents.

All magical tests while the reagent is effective are modified so any 2 or 3 rolled are counted as a 1 for declaring a glitch or critical glitch.

Tainted: 75% lower base cost and 75% slower to refine than baseline reagents.

All magical tests while the reagent is effective are modified so any non hit is counted as a 1 for declaring a glitch or critical glitch.

Unusable: No value and impossible to refine with current alchemical techniques. Can’t be used with any magic test.

Grades of Reagents:

A magical test is any test that is utilizing a magical skill as a component or is being enhanced by magic in some way. An Adept with Improved Con could enjoy the benefits of increased social limit for example.

Raw: A raw reagent raises the limit by 2 for a single magical test taking place in an action phase.

Refined: A Refined reagent raises the limit by 2 for all magical tests for an individual in a Combat Turn (6 seconds). Refined reagents are used as a component of Magical Lodges and Binding spirits. Spirits vastly prefer Refined reagents to Raw reagents. A Refined reagent is also used to craft telesma for the purposes of creating minor Foci and other minor enchantments. A Refined reagent is also used to brew potions by master alchemists, create fetishes, and used to make ink for magical scrolls.

Radical: A radical reagent raises the limit by 2 for all magical tests for a minute. Radical reagents are used to craft telesma for major Foci and other major enchantments. Radical reagents can also be used in place of spending Karma by unweaving the concentrated mana from the reagent and channeling it exactly the way a magician unweaves part of themselves to empower a Quickened spell for example.

Flawless: Flawless reagents are used exclusively in Artificing as the reagent is refined to such a point that the mana can’t be unwoven from its physical matter except with extreme caution via the refining process to create Orichalcum. A Flawless reagent is dual natured and solid in both the physical realm and astral realm. They are used to create telesma for Grand Foci and other masterful enchantments.

Orichalcum: Orichalcum is created by using three flawless reagents and can be used by master artificers to create the mightiest of Foci and Enchantments. It is also dual natured and very obvious in the astral unless covered in some way. Any Focus crafted from Orichalcum allows a magician to bond to the Focus with much greater ease than normal. Each dram used to craft the telesma halves the amount of Karma necessary to bond.

More on Orichalcum and Flawless reagents will be covered with my future Enchanting Overhaul post.

Pricing:

Item Retail Price Availability
Raw Grade 20¥ per dram
Refined Grade 450¥ per dram 6 + 1 per dram
Radical Grade 5000¥ per dram 8 +1 per dram
Flawless Grade 55,000¥ per dram 10 + 2 per dram
Orichalcum 175,000¥ per dram 14 +3 per dram
Prime Quality +100% Base Cost +2
Superior Quality +50% Base Cost +1
Subpar Quality -25% Base Cost -3
Inferior Quality -50% Base Cost -5
Enchanter’s Lab 5th Gen 75,000¥ 12
Enchanter’s Lab 4th Gen 40,000¥ 10
Enchanter’s Lab 3rd Gen 25,000¥ 10
Microlab 5th Gen 100,000¥ 12
Microlab 4th Gen 60,000¥ 10
Alchemy Kit 5th Gen 10,000¥ 12
Alchemy Kit 4th Gen 4000¥ 10
Alchemy Kit 3rd Gen 1000¥ 8
Alchemy Kit Enhancements 1000¥ each +1
Minor Foci (F x 900¥) + (F x OR x 250¥) (F x 2)
Major Foci (F x 10,000¥) + (F x OR x 250¥) (F x2) +4
Grand Foci (F x 110,000¥) + (F x OR x 250¥) (F x 3) + 3
Focus Tailoring (Days x 1000¥) + (3 x Reagent) +2
OR is Object Rating of Telesma Doesn’t include cost of Telesma

D&D 5e House Rules: Familiarity vs Skill Proficiency


With this rule I am blending the Jack of All Trades Feature idea from Bards and the Background optional rule from the Dungeon Master’s Guide.

Familiarity with a Skill, or Tool grants the character a bonus equal to half their Proficiency bonus.

Familiarity with a Weapon, Armor, or Language gives the ability to communicate and comprehend basic everyday concepts or the ability to use or wear weapons and armor without the benefit of bonuses from Strength and Dexterity Ability Score Modifiers and with Stealth Disadvantage as well as a higher risk of exhaustion.

Familiarity represents a basic knowledge or ability that would be gained with an apprenticeship, training, or heavy exposure and use of a Skill. It basically represents completion of an apprenticeship within the purview of the Background.

A Bard with the Jack of All Trades feature can be regarded as having Familiarity with all skills, tools, languages, weapons, armor, and ability checks that the Bard can reasonably explain that they might have been exposed to during their journeys. A Bard would not be familiar with a gunpowder weapon if it was foreign to their travels but would quickly pickup the basics of a flintlock after seeing it in action or given a quick tutorial.

Each Background in the Player’s Handbook or created by the DM now only provides Proficiency in one Skill or Tool but instead provides Familiarity with any tasks that the Player can reasonably explain via their character’s history.

Gaining Familiarity in gameplay is relatively easy if during the game the PC is often engaged in activities surrounding the topic such as a Rogue impersonating a low ranking janitorial employee of a Fugger bank for a few seasons would pick up a lot of the jargon and concepts of the banking world just by exposure and overhearing conversations. The player just makes a good argument to the DM or other players depending on your style of play for why she should be familiar with a given process or tool.

For example:

A merchant’s daughter who accompanied her mother on her monthly journey to the Elven trading outpost at the borders of Qualinesti might reasonably have picked up proficiency in Elven customs, language, and writing system along with an understanding of appraisal, markup, accounting, paying tariffs, and general rules of trade. Maybe she played in the forest with elven children and learned a little about surviving in the forest or practiced with an elven composite shortbow enough to not embarrass herself with the other kids.

A squire to a knight who paid for his living by traveling from one tourney to the next across the many lands and city states of the Marches might be Familiar with Martial Weapons and Light, Medium, and Heavy Armors while picking up an understanding of how to gamble and place bets, analyze other warriors for strengths and weaknesses, a smidgeon of an half dozen languages and more dialects, a fairly comprehensive list of the Heraldry of prominent champions, fighting houses, martial orders or tourney hosts, and how to behave without embarrassing yourself around knights and lesser nobility.

With Armor the character with Familiarity must make a Constitution Saving Throw equal to the AC rating of the armor after every full minute of constant battle or 8 hours of wear while active.

D&D House Rules:

Character Creation Backgrounds

Crafting, Magic Items, and Economics

Familiarity vs Proficiency

Character Focus

Tactics of Mistake

Counterattacking

D&D 5e House Rules: Character Focus


The idea for this House Rule grew out of my original idea to develop Half-Elves as more of unique and variable race given their hybrid status. An Half-Elf raised among rural Humans is going to be culturally different than one raised in a cosmopolitan planar city like Sigil or raised among the Fey Lords in the Feywild or in the forests of Silvanesti. That is just the cultural differences which wouldn’t take into account variations in biology. A Liger is very different than a Tigon despite both being half lion and half tiger. I also remember a version of D&D that had a whole lot of options at character creation using a GURPS style point system. Anyway, before I digress any further here is my idea. The addition of Character Focus below is not enough to make the pc’s substantially more dangerous and can be easily countered by having important NPC’s partake as well. It is really for flavor, roleplaying, and differentiation between PC’s. Using these traits as a guide it should be fairly easy for a player and a gm to invent their own character foci too.

Before I go into Focus I just wanted to highlight a character trait that should actually have a big impact on pc’s in your game.

Advantage of the Majority: This trait is free to all members of the dominant race, sex, religion, or caste in a given region. The character is more likely to blend in and not attract attention and enjoys many privileges from having easy access to foods, gear, weapons, and armor for their size and shape to having the right to vote or wield certain weapons or wear certain clothes or colors. The character’s advantages may be invisible to them and should the character go into an area in which they no longer have this background applied to them they may find things to be very strange and have a hard time adapting. In most worlds this applies to human PC’s.

Character Focus:

Each PC gets access to one Character Focus that shows a key part of who they are and what they spend their down time doing. A Rogue who is well connected in a legal merchant guild is going to roleplay differently than a Rogue who is a Savant with thieves tools. A Paladin carrying his father’s shield blessed by Brennan the demigod of protecting children is going to have a different feel than the Paladin Weapon Specialist.

Well Connected: Based on your character’s background you have a wide range of contacts giving you an “in” and respectability within that field or organization and a constant source of general information that can be turned towards specific information at a price. A guild member will know the gossip in the guild and a secret or two and easily find themselves well ensconced in a new city and probably find a few leads on guild and adventure work. A criminal knows the major players in the shadows and recent critical events from the point of view of the underworld. A noble knows that Baron Schwine has the finest hawks in the Marches and recently decided that he would pay a fortune to the noble adventurer who brings him a griffin egg. A travelling Sage who was well connected would be welcomed upon arrival at Candlekeep. At GM discretion the PC can have advantage on certain social or investigative rolls involving their social circle and can use the group’s influence in certain social interactions with outsiders. A lowly street gang member is easier to intimidate by a made thief of the Guild than a random no name thief. It is wise for the Well Connected PC to share time, knowledge, and money on her contacts even if it is just a drink or lunch or an hunch. The more lubricated the contacts the better the gossip flows back. The difference between a well connected Noble and a Noble with just the background would be that the Noble knows the daughter of the Duke and has maybe exchanged words once or twice but can’t get invited to her party while the well connected Noble who had never met the daughter of the Duke could in an afternoon of conversation at a local Baron’s luncheon find themselves with an invitation upon arrival back home. The DM is encouraged to have random NPC’s recognize the PC and to have heard stories about them throughout the game. The PC just knows people who know people.

Wealthy: The PC starts with an additional 100 gold pieces or adventuring equipment worth an equivalent amount, or tradeable goods worth at least 250 gold pieces that would need to be sold a sizable distance away and includes an hireling and a mule and wagon for overland travel or part of a cargo hold for overseas travel. The Wealthy PC would of course be wise to hire protection on such a journey. Wealthy PC’s tend to attract wealth but need to spend it as well and don’t take well to modest lifestyles. A Wealthy PC knows how to act and dress higher status and knows the best inn in Waterdeep before she had ever been there. If the PC’s want to sell a minor magical item legally the wealthy PC might know who would be interested and who would be able to afford it. The DM is encouraged to have money flow in the direction of this PC and the PC is encouraged to spend freely and often.

Heirloom: The PC has one very expensive and valuable piece of property that they inherited and treasure. They would never sell the item or allow the item to be taken from them. It could be a mastercrafted sword or a suit of half plate worn by a famous Paladin ancestor that inspired the PC to take on the adventuring life or even a minor magical item passed on by a loved one when they died. It should be an item that would grow in power with the PC and their legend. One cannot picture Raistlin Majere without the Staff of Magius even if the only magic he could do with the staff was a light spell at 3rd level. Torvald’s father’s battleaxe soaked in the acidic blood and soul of the adult black dragon he had slain and from that day dealt acidic damage on his foes and later slew a demi-lich forming a strong antipathic resonance against the undead. The DM should find some sort of excuse or work with the player to make the heirloom scale and remain a key part of the PC as they become more legendary. Torvald after all had passed up on some pretty looking axes with heavy enchantments on them when they arrived in Sigil.

Weapon Specialist: The warrior has a favored weapon that they spend inordinate amounts of time mastering to the exclusion of a vast chunk of their social life. With a specific weapon type the PC has a +X added to their attack with X representing the number of normal attacks they can do in a round. At first level this would be a +1 bonus but a fifth level fighter would be +2 because they have two attacks. When the PC increases their bonus they gain an additional favored weapon.

Acrobatic Defender: +1 bonus to AC as long as the character has freedom of movement.

Shield Specialist: The character adds their Proficiency +1 to their AC when using a Shield instead of the +2 to AC a Shield normally provides. Whenever an attacker misses the Shield Specialist by more than 10 they open themselves up to a bonus action called a shield bash which is an attack that uses the shield and does 1d4 + Strength damage. A Magical Shield provides the AC bonus to the attack and damage rolls just as if the Shield was a magical weapon.

Elemental Affinity: PC is resistant to a type of energy damage like acid, fire, cold, or thunder. The PC gains a +1 bonus to Skill rolls involving the element and +1 damage when using weapons or magic involving the element. For example a PC with a fire affinity would have a talent for starting the camp fire, wielding a flaming sword, or casting a fireball. More exotic resistances are possible with DM approval and PC background such as being a Fire Priest’s acolyte or being a distant descendant of a race resistant to that type of energy.

Magical Prodigy: The PC is extremely talented with a school of magic and gains an extra cantrip and an extra level 1 spell slot for that school. For those without a spellcasting class they gain just a cantrip. Should the Prodigy ever get trained in a spellcasting class and gain a level they would then gain access to the extra level 1 spell slot.

Studious Spellcaster: The PC has worked very hard to learn how her magic works and how to stretch her capabilities. Her Spell save DC has a bonus of +1 and she learns 1 additional spell at character creation.

Battlemage: The PC is talented with combat spells and cantrips. The PC adds their Dexterity Modifier to their Spell Attack Modifer for combat magic that needs a spell attack roll.

Savant: Character is extremely proficient at the basics of a skill or tool or instrument. The Savant counts a roll of 7 or less as a 7 with any tasks involving that skill.

Attractive: The attractive PC has advantage on social rolls with someone who finds them attractive at the DM’s discretion based on the social situation at that time. The PC spends an inordinate amount of time focused on highlighting their beauty or handsomeness at least from the point of view of the Weapon Specialist. The PC might be reluctant to undertake tasks that might diminish their attractiveness like crawl around in a sewer. A troubadour, artist, or actor can really leverage their attractiveness when performing and often earn more pay than other entertainers of greater skill.

Gifted Healer: Any use of a Healer’s kit or Herbalist’s kit or magic to provide aid to an injured or otherwise hurt individual gains the injured character a bonus hit point per die rolled.

Fleet Footed: Speed increases by 10 feet. The PC spends much of their spare time running or swimming and can also run longer distances as well compared to less focused characters.

Green Thumb: The PC has a special knack with plants and has advantage with all rolls using an herbalism kit or Nature rolls involving growing or tending plants. Plants just seem to be brighter and healthier around them. Sentient and semi sentient plants react positively to the PC who has Advantage on any social rolls involving plant creatures.

Tough: Has an extra 2 Hit Points at character creation and an additional 2 HP per level afterwards.

Sentinel: +5 bonus to passive Perception rolls. Pick one sense and have advantage on all rolls using it.

Well Traveled: Familiar and comfortable with different cultures and races the PC has a very cosmopolitan view of the world. The PC is unlikely to make a  faux pas when interacting with exotic beings, foreigners, nobles, and rustic folks and counts a 5 or lower as a 5 with all skills they are proficient in that involve interacting socially or involving academic knowledge of them and their traditions. Common among traveling sages who can become quite valuable to leaders and merchants hoping to begin diplomacy or trade with little known peoples. Well traveled PC’s gain an extra language and have an easier time learning new languages as they can learn without the need of an instructor if they are immersed in an area with the language and culture. Their training time is also cut in half.

Darkvision: A PC of a race that doesn’t have this trait gains Darkvision of 60′. It may be as a result of pact with infernal or fey beings or as a result of an ancestor from another race or from exposure to wild magic or even an experimental potion.

D&D House Rules:

Character Creation Backgrounds

Crafting, Magic Items, and Economics

Familiarity vs Proficiency

Character Focus

Tactics of Mistake

Counterattacking

D&D 5e House Rules: Half-Elf Variants


My phone and tablet broke so I haven’t been able to update this and I’ve been too tired to get on my pc for those few moments it isn’t in use. I am scrapping much of the core ideas involved with this for some new ideas. I will be back. 
When growing up most Half-Elves learn how to diffuse social problems around them and come to grips with their mixed race heritage and the problems it can cause. Another path is to simply acknowledge the difference and rather than dive into the social sea and master it these Half-Elven pursue mastery  in whatever drives their passion. From their human parent they gain drive and ambition with a focus on the short term and attention to detail with a long term view from their elven parent allowing them to excel far beyond their peers. This pursuit of excellence provides some social protection or at least gets the Half-Elf out of the mainstream and thus out of the attentions of those who might cause harm social or otherwise.
Most Half-Elven Savants come from backgrounds involving libraries, temples devoted to gods of knowledge, universities, and master craftsmen or artists. Exposure to books or people with a love in what they do touches and influences both sides of their nature turning them from studying the people around them and their differences as most Half-Elves do and towards finding that kind of love of knowledge or passion in their own lives. As a consequence they learn to disarm or avoid difficult social situations with their intelligence and excellence.
Some Half Elven Savants fall in love with languages and often end up as a diplomats or go betweens as a result of their learning rather than their charisma and social skills.
There is a small drawback for these Half-Elven which is a tendency to slip into Reverie and day dream when pondering particularly complex ideas, solving subtle puzzles or riddles, creating masterpieces of art or war, or researching a topic pushing the bounds of current knowledge. This can be inconvenient when time is an issue. It is a drawback of their elven blood and their tendency to ignore time constraints and a drawback of their human blood and their tendency for vibrant and powerful imaginations and dreams.
Half Elf Savant Traits
Your half-elf character shares some qualities with its parents and some that are unique to them whether they are Savants or other variants.
Age: Half-Elves mature at the same rate as humans do but age slower because of their elven blood sometimes approaching their second century.
Alignment: Savants tend to be of a less chaotic bent and more influenced by the human traditions if raised amongst humans or mastery of an art or form if raised amongst elves. This greater discipline and patience can be advantageous when dealing with finicky and eccentric sages, artists, and master craftsmen. They might chafe and resent rules or demands but cast that aside as unimportant while in pursuit of their passion or goals. As a result Savants are more reliable and predictable than their more common cousins.
Size: Half-Elves tend to inherit their height from their human parentage while tending to inherit the lean and wiry frame of their elven parentage. This is just a tendency though and half elves have a great range in how they express their unique ancestry both in their physicality and in their minds. Your size is medium.
Speed: Your base walking speed is 30 feet.
Darkvision: Thanks to your elven blood you gain the ability to see in dim light within 60 feet of you as if it were bright light and in darkness as if it was dim light. Color can’t be discerned in darkness only shades of gray.
Fey Ancestry: Thanks to your elven blood you gain advantage on saving throws against being charmed and magically induced sleep. The powerful dreams of the savant weaken their resistance to sleep magic.
Life Long Learning: Starting at first level the Half-Elven Savant gains proficiency and expertise in one skill or tool or starts with 5 extra languages. Whenever the Savant has an Ability Score Improvement they also gain proficiency in a new skill or tool or they can gain 3 more languages. At 11th level they can gain Expertise in a second skill or tool.
Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.
Reverie: When undergoing a task with a skill or tool they have Expertise in with a Difficulty Class of Hard (20) or greater the Savant must make a Wisdom (10 + DC greater than 20) saving throw to avoid spending twice as long on the task as strictly necessary.  A task with a DC of (25) would require a Wisdom saving throw of (15) for example. During this time the Savant can be irritable upon interruption or less perceptive to outside and extraneous details as a flaw should the player decide to roleplay this. Savants tend to enjoy dreaming and can sometimes solve difficult problems while sleeping allowing a 1d4 to be added to a task roll if the Savant takes a short rest and a nap before attempting it or after a long rest if the Savant consciously decides to focus on a problem before bed. Savants tend to sleep deeply as a consequence and are difficult to awaken and have disadvantage on any tasks rolled on their turn immediately after awakening or for being woken up.

Hiatus, Good reads, and D&D 5e


I haven’t had the time lately to keep up with posting on Shadowrun especially on Magic or go through and modify my house rules to take into account the new Magic book. I do have a whole section of a notebook with half finished or rough draft house rules to post plus some scribbles saved in evernote so if I can get some days off without any special events we will see.

Besides life and work I have been distracted with D&D fifth edition and I do have some house rules in rough draft form that I will post sometime soon. No fiction lately sorry. I have just finished the excellent Magician’s Land the third book in Lev Grossman’s Magicians Trilogy which I highly recommend. For Harry Potter fans definitely check it out and http://hpmor.com/ for Eli’s famous fanfic of Harry Potter who has a scientific background before going to Hogwarts. You can easily lose sleep because of these stories!

Shadowrun Overhaul: Introduction to Initiation


After reading the Street Grimoire I had some ideas on really overhauling the initiation process. I am abandoning the term of metamagic to eliminate confusion with the core ruleset and at most it would simply be a term for magical abilities learned post-initiation that require initiation to learn.

Thaumaturgical Arts are unchanged from the core rules for Metamagics with the only rule change being their categorical name. Thaumaturgical Techniques are refinements on Thaumaturgical Arts or simply a new ability or talent that isn’t as demanding to learn as an Art.

Mystery Techniques require access to the Mystery to be able to be taught or learned and are special abilities gained by those who unravel the mysteries of their Mystery.

Path Techniques require access to a Way to be able to be taught or learned and are special abilities gained by those who follow the Way down the magical path by living, breathing, and experiencing all the Way has to offer.

 

All Thaumaturgical, Path, and Mystery Techniques cost 10 Karma to learn.

All Mystery and Path Enhancements cost 2 Karma to learn. Those that grant a Profession Knowledge gain a new Knowledge equal to their Magic Rating when the Enhancement is learned.

Minor Magics such as Parlor Tricks, Wisp Commands, Ceremonies, Charms, Trinkets, and Elixers cost 1 Karma each.

Initiation:

Upon initiation the Awakened PC can learn a Thaumaturgical Art or gain access to a Mystery or Way. Adepts can only learn one Way as a rule with the two exceptions with the first being the Way of the Fallen Burnout which allows the Adept to have both the new Way and their old Way. The second is when the Adept becomes warped and takes on a villainous Way.

Thaumaturgical Arts:

Centering, Fixation, Spellshaping, Shielding, Absorption, Quickening, Anchoring, New Power Point, Adept Centering, Masking, and Flexible Signature.

Thaumaturgical Techniques:

Advanced Alchemy, Penetrating, Efficiency (Efficient Ritual), Reflection, Hijack Spell, Appropriation, Amplify Ritual (Great Ritual), Flux, Astral Impersonation, Filtering, and Ceremonial Rites.

Mysteries:

Each Mystery has at least one Mystery Technique that can be learned once the Mystery has been opened up by the Initiate Magician or Mystic Adept. Mysteries often have special Rituals, Spells, Enchantments, minor magics, a Social Enhancement, a Profession Enhancement, and a Magic Enhancement.

Ways:

Each Way has a key or core Path Technique that can be learned once the Way has been opened up by the Initiate Adept or Mystic Adept. That Technique provides bonus Power Points that can only be spent on certain Powers appropriate to that Way. The allocation is of .5 Power Points per 2 points of their Magic Rating. Ways often have special Rituals, a Social Enhancement, a Profession Enhancement, a Synergistic Enhancement, and an Ability Enhancement.

List of Commonly Known Mysteries:

Mystery of Bones, Mystery of the Third Eye, Mystery of Dreams, Mystery of the Great Mother, Mystery of Daemons, Mystery of Cities, Mystery of Poseidon, Mystery of Blood, Mystery of the Green Thumb, Mystery of the Sky Father, Mystery of the Moon and Stars, and Mystery of Mythmaking.

List of Adept Ways:

Way of the Two Masks, Way of the Flashy Gadget, Way of the Immaculate Creation, Way of the Fierce Competitor, Way of the Untamed Beast, Way of the Fallen Burnout, Way of the Invisible Hand, Way of the Hidden Secrets, Way of the Silver Tongue, Way of the Holy Word, Way of the Deadly Blade, Way of the Analytical Mind, Way of the Black Arrow, Way of the Twisted Path, Way of the Poisoned Mother, Way of the Bleeding Mouth, Way of the Fiery Fist, Way of the Lightning Strike, Way of the Iron Titan, and Way of the Intercepting Wave.

Future Posts will illuminate each Mystery, Way and Art/Technique.

 

Shadowrun Overhaul: Magical Dueling


There are several ways that the ancient tradition of dueling as re-entered society as we go deeper into the Sixth World. Dueling pervades all strata of society and takes many forms from taking credit for an idea to get promoted over your rival at the office to a little amateur urban brawl action so your bike chummers think you’re chill to outright blazing guns and headless enemies. One of the most common forms of dueling is through proxies in which the rich and powerful pit their chosen against each other sometimes with challenges and sometimes in gladiator style combat.

The first is the basic duel in which the magicians choose a melee weapon and can use magic but nothing prepared beforehand and can only wear obvious armor if agreed to before the duel starts. This is more common for Adepts but the occasional magician or mystical adept has dueled in this way. The problem with this form of dueling is that it tends to be injurious to both duelists and possibly even deadly. Even with each duelist having a second to protect bystanders and their charges from errant magic it is just too easy for things to go wrong.

The second involves combat in the Astral realm which is evolving very rapidly as it becomes more popular. Hidden Arenas in Domains linked to the Battle metaplace have spread like wildfire in the past two years with the arrival of tempo and the rising popularity of spirit vs spirit combat. It is rumored that a cabal of free spirits has inordinate influence on the dueling scene one of whom takes the form of an older african male with wild and crazy hair.

With the introduction of the first martial art form created for Awakened Orks and by Awakened Orks: Hez Errit’grumrutra has changed the landscape for magical duels. Masters of this new martial art have dominated the metahuman combat leagues while sparking interest in Astral Combat official competitions and the magical society Egran’den Er’rek Wejoto has profited greatly despite suffering from half a dozen deadly attacks on its Jrikrek or school building by unknown but powerful magical assailants. The Egran’den are made up of an unique blend of ex-military or mercenary Orks with extensive Awakened combat experience and street shamans with a bent towards social justice. Many of the new outer circle members are former gang toughs who are being rehabilitated with tough love from the military crowd and a little wise gentleness from the street shamans.

The third involves direct magic to magic battle extreme. There are two methods by which this duel takes place. The first involves the duelists channeling their power and essence into a centerpoint until it gels into a form and a duelists dominates it. The second option involves a Ritual which is cast by a neutral third party that has evolved into the popular collegiate game Astral Total War.

The Arcane Duel

 Traditionally the two duelists face off with their seconds watching for treachery and their thirds creating mana barriers up to prevent accidental harm to bystanders. Each bows towards each other and stand within 10 meters of each other. Now both cast the Arcane Duel spell targeting the area between them. The Force of the spell acts as a limit to most Tests between the Duelists and the spellcaster can pick whatever Force they want but they have to handle the Drain from the spell which is quite demanding so they risk gaining penalties from before the actual duel for higher potentials. The spellcasters decide whether the duel shall use Sorcery, Conjury, or Enchanting.

The two duelists continue to pour power and weave threads into the center of the dueling area which slowly takes on an appearance based on the personalities of the duelists, the Skills involved in the duel, whatever mentor spirits they might have, and their Tradition.

In battles between master conjurers the audience can watch two pseudo-elementals slug it out for their amusement while another might involve a single elemental that both conjurers are trying to control. A duel between two Chinese sorcerers may play out visually as a game of go played by two elaborately designed Shen. It was once common amongst Hermetics familiar with the Old Matrix sculpting for their duels to take on the clear lines and geometric shapes of the Old Matrix protocols but that has become rarer in the modern day.

There is a moment when the spell gels and combat can begin usually sometime after the combined total of the two spell’s Force x 3 Seconds but can happen earlier or later depending on how difficult it is for the spell to find an appropriate venue. The better duelist at Assensing tends to win first action which is a big advantage as from then on the duel goes back and forth between the duelists until the victory conditions are met.

The duelists trade blows or moves back and forth until victory is achieved. For the vindictive they prefer to deal several light to medium blows to weaken the mage before hitting them hard so as to “Scorch” their opponent and possibly cause permanent damage to a magical faculty or mental facility.

Victory conditions can be the collapse of the opponent or first blood or first to five damage boxes dealt.

Weapon Foci bonded to a duelist provide an increase in DV by the rating of the Focus. Power or Spell/Spirit/Enchanting Foci add to the Attack or Defense Totals by choice of the duelist at the beginning of combat. For a duelist with two Foci one could be applied to Attack while another to Defense or both to Attack or both to Defense.

 

Initiative: Intuition + Assensing Opposed Test (only rolled once at the beginning of the duel; after that it goes back and forth)

Attack: Logic + (Spellcasting/Summoning/Alchemy) + (Power Focus or appropriate Focus such as a Spell Focus for a Sorcery duel) [Force]

Defense: Intuition + (Counterspelling/Banishing/Disenchanting) (Power Focus or appropriate Focus) [Force]

Damage Value: Charisma + Net Hits on Attack + Weapon Focus Rating + (Ritual Spellcasting/Binding/Artificing)

Resistance: Willpower + Arcana

Boxes of damage: Magic Rating x 2 (If damages overflows and is greater than Willpower then the mage is knocked unconscious (Stun Damage) and her astral form is disrupted which can cause permanent psychological or magical problems and is called Scorching your opponent.)

Edge: The Special Attribute of Edge is replaced by the Mage’s Grade. A non-initiate has a Grade of 0 and thus would act as if they had no Edge throughout the duel. “Edge” spent on the duel has no impact on the Edge Special Attribute.

-Don’t forget Wound penalties from before and during the duel.

-Reagents can’t be spent during the duel itself to alter Limits.

Arcane Duel Technique:

This arcane technique costs no karma to learn and can be taught in an hour or two with a good instructor. The Arcane Duel doesn’t conform to the standard categorizations of spells and rituals as it involves parts of all five spell categories and some of the steps of a ritual. Both duelists must have this Quality for the Duel to work. Some of the principles of Attunement are used as well as the anchoring technique of Ritual Spellcasting. Rumor has it that this technique involves elements of ancient and foreign magics.

Both duelists must be within 10 meters of each other. Both duelists expend Reagents equal to the Force of they choose for themselves at the same time which creates a temporary magical lodge just for the purposes of this duel in a sphere surrounding the two duelists. The initial prep time can usually takes about a minute. Each attack takes a full minute after which the other duelist begins their attack which lasts a full minute.

Drain is handled normally for your tradition as if casting a spell with a Drain Code of Force and Centering can be used.

 

Shadowrun Overhaul: Astral Total War


Today on Magicknet!

Astral Total War college semifinals: MIT&M’s blue doubles team faces UW’s purple doubles team live in the meat world and the astral at Three Crones in Boston at 7 PM East Coast Time tonight! {Buy Meat Tickets} {Buy Astral Tickets} {Watch on high definition Trideo}

How the Fashion spell can make a smelly loser into a winner with the ladies. {Buy Article} {Buy Spell Formula}

Ryan Two Tusks takes on Kamol “The Smasher” in Mixed Martial Adept Arts for the Ork heavyweight Championship next week. {Watch Live} {Buy Tickets}

Can too much magic lead to a radical change of personality? -By Martina Novoliska {Read Opinion Piece}

How to deal with the inherent difficulty of applying micro effects in a wide area. -Essay by Thomas Bonesage {Read Journal}

 

Astral Total War:

Astral Total War is a relatively new and very popular game that has spread like wildfire and has been very quickly codified and organized into various teams on every campus with a major magical program in North America, Japan, Australia, and Northern Europe. The standard freeform or professional game involves five players called pentacle games and a Ritual team that acts as judges, casts the ritual, and prevents outside interference. University play focuses almost entirely on doubles games with many Universities putting out several collegiate teams which compete against each other within the same conferences that they compete in with sports and matrix games.

The Ritual begins by the lead Sorcerer beginning the ritual and using the Attunement Metamagic to link via mana threads to each player and to an item usually a large cup or award at the center that acts as an anchor for the ritual. The players arrange themselves around the cup. The Force of the Ritual is decided with higher Force Rituals giving an advantage to stronger magicians and lower Force Rituals giving an advantage to weaker magicians as the Force of the Ritual acts as a Limit for each player for their magical actions. Once the Force has been decided then the Ritual leader begins the spell and each player begins to astrally craft his or her defenses, offensive forces, and sculpt their terrain which is visible from the Astral but each player is blocked by a Mana Barrier that prevents their observation of what their opponents are doing. From above in the astral a pentacle game looks like a pizza with five pieces with the people playing with miniatures.

The ritual is fully ready when Force x hours are spent with the setup. The moment that happens the Judge orders the mana barriers dropped and combat begins. There are various rules for winning range from having the most astral territory to who has the most Wizard’s Towers to control of the heart or area around the Cup in the center of the players. Some games have a built in time limit while others go until there is only one magician standing. Each player has a Wizard’s Tower which is key to their connection to the Ritual which if an enemy takes makes it impossible for the player to create or craft any new servitors and makes it harder to handle drain on any spells cast into the game.

The audience can watch in the physical realm since part of the ritual is a variation of the Trid Entertainment Illusion which makes an exact co-locational duplicate of the Astral Realm in the play area within the physical realm for those who can’t astrally perceive and for viewers on their commlinks or home trid player. The audience can zoom in and watch a single battle between champions called Tactical View or enjoy a fanned out Strategic view showing a Phalanx of melee troops fighting cavalry units. In pentacle games viewers will have alerts on their commlinks about surprise attacks or treacherous dealings going on. It can be hard to keep up with all the action. In doubles play it tends to be less chaotic then your typical pentacle game.

The kind of troops, defenses, creatures, and spells the Wizard can cast in his Tower depend on his skill set.

 

Ritual: Astral Total War: (Material Link, Spells, Anchored, Leader must have the Attunement Metamagic)

The Ritual Leader casts the Ritual which includes for the initial part a mana barrier in the form of a five fingered starfish for a standard individuals game (pentacle game), quarters for a standard double duel partner’s game, or a single barrier for personal duels and once the ritual is complete the Trid Entertainment spell which reflects the goings on in the Astral Realm so those without Astral Perception can watch the game. The Ritual Leader also has a Material Link for each player and for the cup which binds the players together.

The game concludes based on whatever the rules of the event say is a winning requirement. Standard collegiate rules are that the winner of a pentacle game is a player with three Wizard’s Towers. For a doubles partner game it is when you have both Wizard’s Towers of your opponent.

Rules of the Game:

The force of the Ritual is chosen. High School play is capped at Force 3 to prevent the chance of players passing out from Drain. Collegiate Student play is capped at Force 6. Professional games tend to sit at Force 8 or 9 when the players are all Initiates especially duels between Professors.

Each hour prior to the game is time that the mage uses his magickal skills to the fullest spending time shaping terrain, building units, spy networks, defenses, traps, creating champions, and the infrastructure to support them. The game copies many factors from popular Matrix games like Civilization 23 Orichalcum Edition and Age of the Fourth World: Total Conquest.

Once the prep is done then game play begins with most games lasting one to three hours. Many games involve treachery and social skills especially Leadership for partners games. Often the most powerful magician in University play ends up falling first to more subtle players in pentacle games as they tend to lack the diversity of skills and knowledges the sneakier players tend to master. In doubles play it is extremely common for teams to pair up as a powerful magician and a jack of all trades or a powerful magician and a face.