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
	1. W20 is considered Alpha Grade Canon. Tribe books are Secondary and earlier editions are Third.
		1. This means that Kinfolk may be treated poorly.
	2. See Here for Character Creation Rules and Restrictions
2. Restricted Gifts/Fetishes
	1. Apescraft Blessing
		1. ACB Is limited to once per scene and cannot be prepped before combat.
		2. Abuse of this gift going to have spirits be upset.
	2. Armor Charms
		1. For every point of damage an Armor charm soaks, it loses that amount of dice from the total amount of dice granted.
		2. 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!)**
		3. Armor charms can be recast in combat.
	3. True Fear
		1. Limited to once per combat.
		2. 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.
	4. Call of the Wyld
		1. Limited to one howl per scene, multiple Garou can share a successful dice pool to boost this effect.
	5. Out of Lane gifts
		1. 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
3. Combat House rules for 'Pub' play
	1. Social rolls should be rolled on when you are trying to make a point. Social combat should be a thing to emphasize.
	2. Willpower Spends.
		1. Limit of only one per round for combat purposes / unless a gift requires it.
	3. 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.
4. Large Combat Rules.
	1. 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:
		1. Initiative - Assume a six was rolled.
		2. Order/Declaring - Order of actions is resolved from smallest total init to largest. No pre-declaring of actions.
		3. Players can dodge by using a reflexive Rage action or using their combat action for the turn.
		4. Players can elect to split their dice their action to dodge and then attack later.
		5. Roll attack as normal
		6. Roll dodge as normal
		7. Take Success(es) -1 + Damage for the roll, subtract from Stamina (add 1 for Spec), that's damage
			1. Damage isn't rolled, Soak isn't rolled
		8. 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.
5. Experience / Renown
	1. Proposed experience gain:
		1. Running a one-shot event: 3 xp
		2. Being involved in a one-shot event:1 xp
		3. Casually chatting IC: 1 xp per week
	2. Proposed Renown
		1. TBD