House Rule – Stances – 13th Age
I have been an admirer of Warhammer Fantasy Roleplay 3rd edition since its release back in 2009. However, I never actually had an opportunity to play it to my everlasting regret. A glaring lack of an audience being the main factor but other things (personal) contributed to my inability to get anything going for this system. I love the Warhammer setting and hopefully will game there someday with a 4th edition that appeals to a wider audience.
Since 2009 I’ve played D&D 4e, Pathfinder and Castles & Crusades, but now with the release of 13th Age I’m ready to start over with a new system. As with every system I’ve ever played, house-rules are something I love to implement or experiment with. I’ve already outlined on this blog, a Stress & Insanity system that I plan on working into my next 13th Age campaign. I based this house-rule on Warhammer’s rules for the same. The opportunities for role-playing one of these conditions can provide are fantastic.
Another rule that Warhammer has that I like is that of stances. Briefly, in WFRP3e, stances are defined as “Reckless”, “Neutral” and “Conservative”. A PC will favor one or the other based on their class. A reckless stance provides more opportunities for a big payoff but also a greater chance of being on the receiving end of some misfortune. A conservative stance naturally is a safer approach of low-risk, low-reward.
I have been tinkering with adding a similar type of approach to 13th Age’s combat. 13th Age’s combat is elegant in its simplicity so one must be careful in my opinion of layering on too much. I think this house-rule meets that criteria of simplicity.
House Rule – Stances
Stances are declared at the start of your round and cannot be changed until your next round.
During combat a PC may declare a “stance” of either Neutral, Defensive or Aggressive each round.
Neutral provides no bonuses or negatives to your attacks or defenses.
Declaring an Aggressive stance provides a +2 to attack and damage rolls but a -2 to your defenses.
Declaring a Defensive stance provides a +2 to your defenses but you may not inflict crits, move or take a quick action..