House Rules

These house-rules are used mainly to give the game a lighter tone and ‘fix’ some rules that tend to drag gameplay down a bit. The GM reserves the right to amend / change these rules as necessary.

Mundane Healing

The “Healing” action as described in the player’s guide can only be performed when there are no enemies adjacent to either the character giving or receiving first aid.

Chirurgy Modified

The novice degree of Chirurgy now effects magical healing in addition to mundane healing.

Rock Armor Replaced

I don’t like the Rock Armor spell. In my opinion, it’s useful for most mages, but in a very finicky / hard to account for from the GM’s perspective. Mostly because it takes place over the course of hours. I’m not going to keep track of hours. Neither are you. So, we change it to this spell:

Mage Armor

Magic School Spell Type Mana Cost
Primal Defense Sustained
Casting Time Target Number
Minor Action 10
Test: None

The mage “weaves” mana into his robes, making them as hard as steel, but still as light and flexible as cloth. Mage armor has an Armor Rating equal to the amount of mana spent on this spell, up to a limit of the mage’s Magic ability. So, if a mage has a Magic of 4, he can spend 4 mana to recieve 4 armor rating points. Mana spent on this ability does not regenerate for as long as Mage Armor is active. Mage Armor can be de-activated as a minor action, but the mana cost is not refunded. The mana cost of this spell cannot be reduced through spending stunt points. This spell cannot be cast multiple times to “stack” armor rating.

Combat AI

This isn’t a rule so much as it is an advisory. In general, I try to play enemies during combat as realistically as possible while still having fun. in that spirit, any enemies you encounter during this game will have a set “AI” of sorts that they try to adhere to.

In general, animals or monsters of relatively low intelligence (those with a Cunning score less than 0) will try to attack whoever so happens to be closest, irregardless of who has taken the most damage or what kind of armor the target has.

Enemies of moderate intelligence (a 0 or 1) will attack the most heavily armored target first if it is an option to do so, and will usually try to ‘gang up’ on a single character.

Intelligent creatures, human beings, or monsters led by intelligent beings will use tactics to the best of their ability, attempting to work together to kill the weaker targets first, retreat when injured, or accomplish specific objectives.

Injuries and Dying

In keeping with the more light-hearted tone of the game, characters will not die when they are killed, instead, they will be “knocked out.” As usual, a character can attempt to heal a ‘dying’ character as described in the Set 1 Player’s Guide. If a character is healed in this way (usually a mundane Cunning (Heal) check as a major action), their wound is quickly bandaged and no harm is done, except for the obvious loss of a character being out of combat.

However, if a character isn’t tended to in time, an injury will set in. The injury is determined by rolling 1d6 twice on the following table:

Roll 1-3
1d6 Roll Injury *Effect *
1 Concussion -1 to Magic
2 Head Trauma -1 to Willpower
3 Deep Wound -1d3 to Healing
4 Sprained Ankle -1 to Dexterity
5 Gaping Wound -5% Max Health
6 Deafened -1 Perception
Roll 4-6
1d6 Roll Injury *Effect *
1 Coughing Blood -1 Stunt Point
2 Cracked Skull -1 Cunning
3 Torn Ligament -1 Strength
4 Disfiguring Scar -1 Communication
5 Torn Artery -1 Constitution
6 Wrenched Limb -1 to Attack

Injuries heal automatically when a character gains a level, representing that a suitable amount of time has passed for the injury to heal on its own or the character has adapted to the disability.


Travelling in an occupied country is no easy feat, and to represent this and give the game a bit more depth, we’ll be dealing a bit with travel throughout Fereldan.

In general, terrain in Thedas is divided between Wilderness and Roads. On roads, the party travels faster, but at a greater risk of being accosted by highwaymen, chavalier patrols, and other nastiness. Travelling through the wilderness is slower, but reduces the risk of running into trouble. Finally, Travelling by horse in Thedas makes a trip go much faster, reducing the probability of running into trouble, as well as rations consumed.

Critical Successes and Failures

For some reason, it seems to me that straight 6’s and 1’s should have more of an effect than just success and failure. So, critical success and failure. In general, critical successes represent particularly grisly or dramatic ways of dispatching enemies, while critical failures are what happens when someone screws up, bigtime. Only players can score critical successes, and if a critical success is scored against a boss monster, the attack simply does maximum damage.

Critical Successes

Roll 1d6 *Action * *Effect *
1 Blood-Slick Field A torrent of blood bursts out from your enemy, covering the battlefield in blood. All your enemies speed is halved for the next 3 turns.
2 Impossible Grace You dispatch your enemy with such grace they seem to doubt that they’ll ever be able to land another hit on you. +2 defense to you and your allies for the next 3 turns.
3 Unrelenting Carnage You and your allies surge forward, a seemingly unstoppable storm of steel and fury. All allies gain +2 to attack rolls for the next 3 turns.
4 Time to Die Your dramatic slaughter inspires your allies to greater feats of barbarism. All allies gain +3 to damage rolls for the next 3 turns.
5 Grisly Execution You murder your enemy in a particularly disturbing fashion. This causes your foes to be stunned into inaction. No enemies take an action until your next turn.
6 Terrifying Blow You dispatch your foe with such grim flair that it makes the rest of your enemies seriously question whether or not they want to continue fighting you. Each enemy must pass a Willpower (Morale) test on their turn of TN 17 in order to avoid fleeing the battle.

Critical Failures

Roll 1d6 Action Effect
1 Kick Him While He’s Down Your enemies take this chance to violently murder you. Enemies surrounding you immediately make a bonus attack against you.
2 Butterfingers Your weapon goes flying out of your hands. Smooth. Your weapon travels 1d6 squares
3 Stick them with the Pointy End Congratulations, you’ve managed to hit yourself. Do attack damage to yourself.
4 Fall on your Sword You trip and fall. You are now prone.
5 Did you Hear Something Crack? Something important breaks on your weapon. You should be able to repair it after this encounter, but for now, it’s useless.
6 Ouch. Sorry! Well, your attack hit, alright. Just… not who you intended it to. Deal attack damage to a random ally.

Backstab Roll Modifiers

These modifiers are applied based on the circumstances during a backstab attack. They are applied to the defender’s roll Perception (Seeing). These modifiers do not impact the Bluff ability.


-3 defender is blinded
-2 attacker is in darkness
-2 defender is slowed


0 defender begins attack from cover (ie moves from cover to attack)
0 defender is being attacked by another enemy
+3 defender can clearly see attacker

House Rules

Dragon Age: Bad Company eldritch_hobbes