Teabags and Trouble Hackmaster 4e General Information List
- chris mataUnited States
Honor House Rule:Recommend
7 is the single best Honor/Dishonor number.
If you gain a second Honor number it will be 10 and work down from there.
(If for some reason someone gets dishonorable enough i will grant bonuses of a different nature) **wink** **wink**
Default Honor and Dishonor numbers.
Every PC Starts with Default Honor number of 9 and a Dishonor number of 2.
Every time the party leaves town or breaks camp. I will roll 2d6. That will be the Honor Die for the day. If the die comes up your Honor number you are +1 to all rolls till the Honor Die is rolled again. Same for dishonor, except its the monsters who are +1 to all their rolls against you or if you save against an effect. I will immediately let the party know if they are in the Honor window. For dishonor they will know the first time they have to make a roll that would change the outcome.
If a 2 or 12 is rolled special things will trigger.
On a 2 the ENTIRE party is dishonored till its rolled again and everyones Honor number shifts one way AWAY from good. On a 12 everyones Honor shifts TOWARD good and the entire party is honored till its rolled again. Even if you are dishonorable you will ignore the penalty and get the bonus for that day.
If at anytime a party member wants a reroll of their PERSONAL honor number, they can for forfeit 10% XP for the day, real time. If they ever want a reroll mid combat or stressful situation its 10% XP bonus till they LEVEL.
Also party Honor will simply comprise of a modifier of all the parties Honor added together. This will matter for group rolls. Encounter modifiers, getting lost, mapping, etc.... The picture below lists the % chances at each honor die number. As you progress it will shift closer to maximally beneficial or if you progress towards dishonor, away from beneficial. Also you can get two honor numbers as you level if you act honorably. In other words if you are a thief play a thief. Fight when you can, use your skills for the parties benefit, don't shirk checking for traps and scouting. (don't forget XP is granted for all those things, I don't ignore non combat XP)
Rolls for the GM:
2d6 = (3 + 6) = 9