Wednesday, February 15, 2023

Heartseeker Houserules & Homebrew

I did not think I had enough content for a post on this topic until I realized I could get another alliterative title out of it.

I've expressed fondness for several Trollish Delver products over the years, including larger books like Tequendria and smaller products like the USR system and In Darkest Warrens. It's not any one particular thing that draws me to them, and it's kind of funny coincidence that they pop up so much in my posts- I'm just kinda down with them.

Most recently, I've gotten one of Scott Malthouse's sveltest works yet, Heartseeker.

It's a two-page document (not including cover and character sheet) dedicated to "Being a traditional fantasy adventure game" as the subtitle proclaims. It takes streamlined bits and pieces from The RPG Not To Be Described, as well as other OSR titles. I most clearly saw some Black Hack DNA in the form of class hit dice = damage dice, though I'm sure there are other influences I didn't pick up on.

There were some rules tweaks published for Heartseeker in its dedicated Write.as up until last year, though I don't think they reflect all of the version updates to the game overall- it references a universal d6 damage for all weapons that appears nowhere in my copy, for example.

But browsing it inspired me to come up with a few changes or additions I'd maybe make if I was playing this game, so I will. The game encourages you to hack it, after all!

Classes

Warriors only get d10 HD, a bonus attack vs weaker opponents, and the ability to wear all armor. This takes up the same amount of page space as allotted to other classes, which maintains the tightness of the writing that I like in this book. But it also leaves warriors feeling slightly lacking in features to me.

I would remedy this by giving them advantage on physical saves. Or, if that makes them a little too strong out the gate, give them advantage when lifting, breaking objects or commanding followers. This option is in keeping with the thematic ability check benefits that thieves and pathfinders get.

New Classes

Occultist: HD d6, can prepare spells and prayers equal to half class level-1 (round up). Advantage when researching, recollecting lore, or identifying magic. Can only wear cloth and leather armour.

Packrat: HD d8, can carry an extra 10 items. Advantage when balancing, haggling or repairing items. Get one free action to take out or put away an item when surprising. Cannot wear plate or banded mail armour.

Bloodlines

I personally love that the only thing separating one group from another is language as opposed to ability, and that several default bloodlines are traditional "monster" types, like kobolds or my relatives. Adding new bloodlines requires nothing other than coming up with a name. I wouldn't change a thing about this (except maybe go with a term like lineage or background; "bloodline" feels a little V:tM to me for some reason).

But if I did decide to add a crumbly little layer of differentiating crunch on top, I'd assign each bloodline an ability (physical, mental, aura) and let the player reroll one of the d6s that they rolled in the 3d6 set for that stat, keeping the higher result.

For example, I'd let an orc who rolled 1, 4, and 5 on their Physical reroll the 1 and keep a higher roll, potentially netting them a 14 or above and that sweet, sweet +1 bonus.

I suppose humans, the ever-adaptable cosmic favorites, each get to pick which die to reroll, if that's the world you play in.

Spells & Prayers

Past the mid-levels (where I realize the vast majority of games using any system tend to end), a Wizard or Cleric starts to have a good number of spell slots, but their spells don't improve at all. That's not really a problem, since everyone else is in a similar situation where dice numbers/sizes never grow.

But if it's something you want to fiddle with anyway, consider an alternative to the tiered spell levels used by The RPG Not To Be Described.

A Wizard or Cleric can choose to prepare a spell using 3 slots to cast an Enhanced version of that spell that doubles one of the spell's values of the caster's choice. Enhanced Mending Hands might heal d8 HP to 2 adjacent targets at once, Enhanced Arcane Shot might deal 2d6+2 to a single target, etc.

You're basically spending 3 spell slots to whip out what is effectively 2 spells instantly- it's inefficient, but useful when you really need something to pack a punch right now.

The spell value doubled is chosen during preparation and can't be changed later.

Obviously this doesn't work with certain utility spells, unless you're in range of multiple magic doors in need of unlocking at once.

New Prayer

Disillusion: Removes charm from an adjacent creature (or dispels a targeted illusion).

(The ability to remove charm felt like something that maybe should've been part of Remove Condition, so here it is alongside something else to half-justify its existence.)

New Monster


Zood: HD4, AC15, Atk blubbery smack +0 (d6),
SV P14 M9 A7, MV 20/60 (swimming). XP 40,
Special: Explodes if killed by fire damage. 30' burst.
Enemy save vs physical or takes 2d6 damage.

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