House Rules

The below is a huge WiP. Don't like something? Awesome! let's work on it. This is entirely a Work in Progress and can be discussed.

House Rules:
Werewolf isn't a perfect game. It has flaws and issues, especially when you make the move from strict table top to an open setting. Because of this, I have the following house rules for social "pub" play.

ALL of these can be overwritten by a storyteller running their own game.
 * 1) General Overview
 * 2) W20 is considered Alpha Grade Canon. Tribe books are Secondary and earlier editions are Third.
 * 3) This means that Kinfolk may be treated poorly.
 * 4) See Here for Character Creation Rules and Restrictions
 * 5) Restricted Gifts/Fetishes
 * 6) Apescraft Blessing
 * 7) ACB Is limited to once per scene and cannot be prepped before combat.
 * 8) Abuse of this gift going to have spirits be upset.
 * 9) Armor Charms
 * 10) For every point of damage an Armor charm soaks, it loses that amount of dice from the total amount of dice granted.
 * 11) E.g. Lunar’s armor grants someone 5 dice, the next time they’re attacked and they roll soak, and if the soak prevents 3 points of damage, they lose that amount of armor dice bonus. This can be reset mid-combat. (This is up to debate!)
 * 12) Armor charms can be recast in combat.
 * 13) True Fear
 * 14) Limited to once per combat.
 * 15) When used against another Garou, that Garou can roll WP to reduce the number of turns it is effective for at the cost of a WP.
 * 16) Call of the Wyld
 * 17) Limited to one howl per scene, multiple Garou can share a successful dice pool to boost this effect.
 * 18) Out of Lane gifts
 * 19) Taking gifts outside of the Garou's Breed/moon/tribe gifts is allowed, however doing it too often (3 or more times) may lead to renown loss (temp points) for stepping out of one's lane
 * 20) Combat House rules for 'Pub' play
 * 21) Social rolls should be rolled on when you are trying to make a point. Social combat should be a thing to emphasize.
 * 22) Willpower Spends.
 * 23) Limit of only one per round for combat purposes / unless a gift requires it.
 * 24) Split Action Rules: Since W20 is extremely confusing on this topic. When splitting actions, take the smallest pool of actions and divide those dice as needed.
 * 25) Large Combat Rules.
 * 26) Large combat in WoD sucks. It can take hours to resolve. Everyone hates it. If combat happens in a large setting (>5 people) in order to streamline combat the following is house ruled:
 * 27) Initiative - Assume a six was rolled.
 * 28) Order/Declaring - Order of actions is resolved from smallest total init to largest. No pre-declaring of actions.
 * 29) Players can dodge by using a reflexive Rage action or using their combat action for the turn.
 * 30) Players can elect to split their dice their action to dodge and then attack later.
 * 31) Roll attack as normal
 * 32) Roll dodge as normal
 * 33) Take Success(es) -1 + Damage for the roll, subtract from Stamina (add 1 for Spec), that's damage
 * 34) Damage isn't rolled, Soak isn't rolled
 * 35) Strict 2 minute time limit on responding to actions. If you don't declare it will be assumed you went full defensive. Will try to be friendly to network disconnects.
 * 36) Experience / Renown
 * 37) Proposed experience gain:
 * 38) Running a one-shot event: 3 xp
 * 39) Being involved in a one-shot event:1 xp
 * 40) Casually chatting IC: 1 xp per week
 * 41) Proposed Renown
 * 42) TBD