Twilight of the West

House Rules

In general, I will abide by the standard house rules as described by my regular gaming group. As usual, there are a few exceptions and expansions to these rules dictated by the game world. In addition, our standard rules page presents some "GM Notes" which should be taken as optional rules. I will present my precise interpretation of those rules for this campaign on this page.

Please note that this page will not deal with the alternative magic system that I am using, nor with campaign-specific character creation issues, such as Job Tables, Status levels, Social Stigmas, and so on. I devote a separate section to each of these issues. This page is confined solely to rules issues.


Disallowed Advantages, Disadvantages and Skills

No cinematic advantages, disadvantages, or skills are allowed, pending GM consideration (that is, ask me if you want, but understand that I'm probably going to say no). TL skills should be bought at TL2 and understood to cover the slight overlap with TL3 that exists in this campaign. Magic advantages, disadvantages, and skills should be bought as per the magic section.


Equipment Quality

These rules will be used to replace any weapon or shield breakage rules from the Basic Book. They may be used for any piece of equipment, but are primarily designed to simulate the effects of wear and tear on armor and weapons.

Each weapon and shield has a Quality number and a Toughness number. The Quality scale rates average weapons a 12, cheap weapons with a 9, and fine weapons with a 15, but any grade is possible. Toughness is equal to 3 for light wooden items, 4 for heavy wooden or bronze items, and 5 for iron items. When a weapon parries or a shield blocks, roll damage as usual. If damage exceeds Toughness, then make an additional roll versus Quality + Toughness - (Damage/2), rounding up. If this roll is missed by 1, Quality is reduced by 1. If this roll is missed by more than one, the item breaks.


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