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SIFRP House Rules

- Compress the human range of abilities to 5 rather than 7 to keep pc abilities within
a workable range. (Otherwise attacks in both intrigue and combat both radically
outstrip defences)

- Effectively double movement rate from 4 yards to 8 (keep bulk as it is but it


therefore becomes less debilitating).

- Bonus dice for run increase movement on a 1 for 1 one basis.

- Bonus dice for dodge add to defence on a 1 for 1 basis but minus bulk. (So
someone in Plate Armour and Shield who for some reason has 5 dice in Dodge
would add 1 to their defence.)

- Bonus dice in shield add to defence but no more than double the shield (basically
everyone gets shield mastery for free)

- Bonus dice in Resilience add directly to Health / Bonus dice in Dedication add
directly to Composure (Tough and Stubborn for free for everyone)

- Add weapon reach to defence (as long as your opponent is outside your reach. If
they fail to hit you they are considered to remain outside your reach.) This helps
defence scale a little better.

- Additional attackers against a single opponent get +1D per additional attacker - but
they cannot more than double their dice pool this way. (This is to balance out
increasing defences)

- Powerful only adds to damage after damage from degrees of success has been


calculated.

- Generally, minimise benefits. They're all over the place in power and most of them
aren't necessary. I'd rather work with players to find way ways to make destiny points
significant rather than picking items off a list.

- Disposition Rating in intrigues adds to defence rather than reduces damage


(because I think intrigues are a little the opposite of combat - hitting several times for
small damage is less satisfying (and harder to explain) than failing and then landing
a big hit.

- Use the modifier ratings for Deception for Intimidate and Taunt (because it should
be easier, not harder to insult someone you hate).

- Add language rating to intrigue defence

- And I almost forgot the most radical - no armour penalty to Defence! Instead adding
dodge to defence, outlined above, means that you can become harder to hit in light
to no armour if you invest in it (not by default).

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