How I Set Up My New PF2 Game, “Gatekeepers.” Part 2: Houserules
Yesterday I discussed the optional rules I’m implementing for my upcoming “Gatekeepers” campaign for Pathfinder 2nd edition. On top of those, I’ve gone over the following houserules with my players, and we’ve agreed to use them. Since we are using character support software, I carefully crafted my houserules to be things that won’t alter the information a player needs on their character sheet. (So no bonus feat at 4th level for no reason, or adding +1d4 damage to attacks when attacking two-handed, these are all more universal action options and such.)
These are just flat breaks from how PF2 rules are written, and I’m good with that.
Hero Points: Boosted Rerolls & Extra Actions
I like Hero Points in PF2, but I actively want to make them even more powerful. On purpose. (And, yeah, this is another in a series of power-up for players, and they all know what that’ll mean in terms of the kinds of threats I throw at them.)
If you use a Hero Point to reroll a check, it is a Boosted Reroll. On a Boosted Reroll, if the actual result on the d20 is a 1-10, you add 10 to the total. Thus the d20 value on a Boosted Reroll is always going to be 11-20. (As an aside this means you could perfectly well have Boosted Rerolls be a d10+10, rather than 1d20-add-10-if-less-than-11 without changing the math, but psychologically that weirds me out.)
There is a third way to spend a Hero Point – you can use it to gain one extra action on your turn, known as a Heroic Action. Any action you take on your Heroic Action ignores multiple action penalties for things you do this turn (normally multiple attack penalties), and does not count toward multiple action penalties for things you in the same round after taking your Heroic Action. You cannot use a Heroic Action as part of an activity that takes multiple actions.
Move And Manipulate
When you take a manipulate action that is not an attack action, and that only involves objects on your person that you can hold, you can also move your speed. Not only does this encourage a more mobile battlefield, it matches my personal experience from my days in live-action foam-sword gaming with the International Fantasy Gaming Society.
d20 = 2d10; Fumble on 2-3; Crit on 18-20
Okay, we aren’t actually implementing this one yet. But I often enjoy games with probability clumping more toward the middle than the flat distribution of a d20 (or d% for that matter). So the idea here is that all d20 checks instead become 2d10 checks. My feeling is that with the tighter math in PF2 (especially with no level to proficiency), that should work great as long as we make allowances for wanting success to go up one step/down one step more often than the 1-in-100 you’d get with fumbles on a 2 and crits on a 20. However, this also lets me make fumbles less common than 1-in-20 (which overall I like), and crits more common than fumbles (which conceptually I also like).
But none of my players have much-if-any PF2 experience (though they are all veteran gamers overall), so we’re going to stick with the classic d20 for the first few sessions, then we’ll try the 2d10 variant for at least one game session and see how we all feel about it. And, of course, I’d have to decide how (if at all) this impacted the Boosted Reroll houserule.
TOMORROW: THEMES AND BASELINES
Of course there is much, much more to a ttRPG campaign than the rules of the game. I’ve been playing with this group of gamers for 35+ years, and we’ve grown to a place where we can have an open and frank discussion about what GM and players both do, or do not, want to see in a campaign. tomorrow, I’ll discuss the planned themes and baselines of the Gatekeepers campaign.
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Posted on September 27, 2022, in Game Design, Pathfinder 2nd Ed and tagged Game Design, gaming, Gatekeeper Campaign, Geekery, Kickoff Setups, Pathfinder Second Edition Core Rulebook.. Bookmark the permalink. 2 Comments.