In order to avoid setting up a fourth board for Dweller creation (my players tend to examine every possible combination on each board), I developed the following house rule.
First, we use the base FotN:R core social standing table (as it handily offers background, gear and wealth in one table). Each social rank gets its own passive, attack and defense social talents, speeding up character generation. As far as advances are concerned, the player has the option to either add passive, active and skill ranks, or one social power (each of passive, attack and defense) of their choice.
It’s imperfect, sure, and only continued play will determine the potential for abuse; on the other hand, it offers the player an incentive to innovate with the new mechanics.
House Rule: RGS 2.0 Social Skills
House Rule: RGS 2.0 Social Skills
American by birth, Orcadian at heart.
Re: House Rule: RGS 2.0 Social Skills
I think that's a very interesting and creative way of approaching this! Keep us up to date on how it works out please.
Re: House Rule: RGS 2.0 Social Skills
Eh, I realize it’s been awhile but COVID and family issues have caused gaming to lag a bit. I’m happy to report that in the absence of errata Social Powers boards for legacy characters, this system tends to work well. It seems there are two dimensions for the success: one, based on our previous play it seems violence is a preferred playstyle in my group. On the flip side, however, the glimpse into the use of social interaction (with the minimal effort necessary to unlock it) has made this an exciting new dimension previously looked upon with a jaundiced eye.
One question remains, however. It seems as if Irish characters’ average abilities fall at a single rune, whereas Vikings average at two. Was that intentional? Are we missing something?
One question remains, however. It seems as if Irish characters’ average abilities fall at a single rune, whereas Vikings average at two. Was that intentional? Are we missing something?
American by birth, Orcadian at heart.