House Rules

Though we’re using Green Ronin’s A Song of Ice and Fire Role Playing Game I’ve house ruled a few things.

Systems that we aren’t using and Benefits
We aren’t using either the house system or the Intrigue system and we’re using a different method of combat so certain Benefits aren’t really useful so if one of those Benefits appeals to you, then we’ll look at the spirit of the Benefit and we’ll sort something out.

Abilities and Specialties
For the Fighting Ability I’ve changed the specialties. Specialties are no longer based on weapon groups as I feel that this isn’t an accurate representation of how combat actually works.
The new Specialties are as followed.
Striking: The accuracy, force and technical ability behind your strikes and blocks.
Timing: This is your ability to accurately judge the speed of and react to things. If you want to parry that blade, slip that spear point or dart into that opening then you need good timing.
Reading: This is how good you are at reading your opponent’s body language. This allows you to know what your opponent is about to do
Leading: Leading is your ability to force a desired reaction from your opponent. If you want to create an opening in your opponent’s guard then you might fake high and instead strike low.
Distancing: This is your ability to judge distances in combat. It will let you know whether you can be hit and whether you can hit back. It also helps you move through those distances.
Footwork: This is the basis for all fighting. Footwork is used to position you for everything. Its main purpose in this is to maneuver and position yourself.
Binding: Binding is how good you are at feeling weapon on weapon contact. It is also used to disarm your opponent and avoid being disarmed.

House Rules

The Derendale Chronicles emmanuel_vitulano