These are the houserules I am planning on using for my next Whitehack campaign, I thought I’d share them here so that other Whitehack GMs can see what I am up to. Some are tweaks which would work for most Whitehack games, others are intended specifically to match the power level and feel of the Tribe 8 setting.
When rolling stats, roll 2d6+3 and assign in order. You may then choose either to swap two values or re-roll the set.
Stat bonuses for Dex, Con, Wis, Int (and Str)
12-13 +1 (+1 AV)
14-15 +2 (+1 AV, +1 Dam)
16-17 +3 (+2 AV, +1 Dam)
18-19 +4 (+2 AV, +2 Dam)
I shortened the range on the stats to bring in the occasional very high or very low stat which can make some characters poorly balanced when it comes to task checks. Increasing the bonuses to match mean that characters still have much the same combat bonuses despite the narrowed range for skill checks.
AC+2 with no armour or leather armour.
AC+1 with chain or plate.
Can be broken to negate a single hit, requires a successful saving throw.
Dex bonus for AC*
If fighting with just a light weapon (knife, short sword, unarmed), add your Dex Bonus to AC.
Short Sword d6
Dagger/knife d6-1 (or d4)
Improvised d6-2 (or d3)
Unarmed d6-3 (or d2)
I like even small weapons to feel dangerous so I bumped all these small weapons back up to their usual level.
*These rules apply only to combat focused characters.
When a crit is rolled the player can choose one of the following:
– Max damage for this attack.
– Standard damage but gain advantage for next roll.
– Standard damage but opponent is disadvantaged for next roll.
When a successful double is rolled on a Positive double roll, choose two of the above.
When a double crit is rolled choose three.
Party Action Tests
When you need to know if any one of the party manages to achieve something:
Have just one player roll a single check using the highest stat in the party applying the most appropriate character’s Group.
When you need to know if all of the party manages to achieve something:
Have just one player roll a single check using the lowest stat in the party, again applying the most appropriate character’s Group.
When a Deft gains the option of new Attunements they can instead choose to take one of their existing Attunements again. This would let them have that Attunement active twice and therefore utilise it twice in one session.
This allows the player to focus his character on the initial concept, rather than having the find new abilities (which isn’t always the most appropriate option for the character).
At levels 4, 7 and 10 Deft characters can choose to take one Miracle instead of two Attunement slots. The number of active slots doesn’t change, just now they are split between Attunements and Miracles.
Be careful with this one. Clever use of miracles and attunements could make these characters very powerful. In Tribe 8 I really need everyone to have some access to miracles, this is one of the methods I will be using. This is however not appropriate for all settings.
Deft characters who do not get the combat focused vocation bonus to attack rolls, instead their first use of attunements each session does not expend that attunement.
A pretty powerful ability, but then so is Advantage on either attack or damage rolls.
Damage & Recovery
Simple HP Recovery
Recover half of all lost HP (rounded down) with a meal and a night’s rest. If no further HP loss is received before 2nd night’s rest, full HP are restored. Wise characters restore full HP with a single night’s rest.
This worked well throughout my last campaign, it scales HP recovery to each character’s total HP without much bother, however I was never quite happy with the fact that Wise effectively recover from all damage with a bit of sleep.
Detailed Damage System
This is quite a lot more in-depth, but I wanted something more dynamic for my next campaign with a tactical, resource management side to it. It also scales with level better and allows Wise characters to receive healing without affecting their Miracle abilities.
Level 1 HPs
Deft and Fortunate level one characters have 1D+1 HP, not just 1D.
Fatigue for Miracles
Instead of losing HP to pay for Miracles, Wise characters instead gain Fatigue. If a character’s Fatigue is ever equal to or greater than their current HP, they immediately fall unconscious.
Wise now recover HP at the same rate as other characters, but they also recover the same amount of Fatigue. Magical healing can work on Wise characters under these rules, but only to recover lost HP, not to remove fatigue.
When a character takes a hit which would take them below 0HP, the player still has to pass a death saving throw (either Con or ST) but don’t reduce the character’s HPs. If the character survives the roll, they gain a wound. For each wound, characters must reduce their stats, AV, ST and AC by 1, until the wound(s) heal.
All characters have a recovery dice to roll during healing opportunities which determines how many HP they recover. The size of this dice is determined by their total HD (not their level):
HD: Recovery Dice
– At the end of each combat any character who received damage who is then the recipient of a successful healing test can roll a recovery dice to heal some HPs. Strong and Brave characters don’t need the healing check, they can go straight to rolling their recovery dice.
– Once per day all characters can take a rest of about one hour to recover one recovery dice worth of HP. Wise characters can also remove one recovery dice of Fatigue.
– With dinner, a meal and breakfast each character can recover one recovery dice of HP, one dice of Fatigue and have a one in six chance of healing one wound (if they have any).
– A draft of healing potion or a basic healing spell allow their recipients to recover one dice of HP and again a one in six chance of healing a wound.
After combat: Recover HP with healing or if Strong/Brave.
Daily rest (1 hour): Recover HP and Fatigue.
Meals and sleep (8 hours total): Recover HP, Fatigue and 1/6 one wound.
Magic: Recover HP and 1/6 one wound.