Greetings Sodalis
I've had a bit of an issue with my homebrew campaign, specifically with two of my houserules. I'm hoping some wise folks can opine upon them and help me out.
The first house rule is for handling many on one combat, specifically the party of PCs vs some 'orrible monster. Since group combat is unsatisfying for a bunch of wizards who are all quite different, I've long had a house rule where the defender who is attacked by multiple attackers gets a -3 on his defence roll for each attacker after the first. e.g. if attacked by three attackers, the defender rolls defense normally for the first, at -3 for the second and at -6 for the third.
This has had the satisfying outcome that multiple attackers can take down powerful foes, so a knight can easily shred a couple of peasants, but a group of four or five of them might be able to overwhelm him. This seems as it should.
Last night however, my party was fighting an animated stone statue with and awesome soak of +24 (i.e. it was made of stone). Expecting to be unable to harm it, I expected (as GM) that they would try and come up with an ingenious magical solution. However, after the party got stuck in (we have two heavily armed and armoured paladin types and a druidic type with a lion as both a heartbeast and as a magical animal companion), we rapidly got it down to -12 on its defence, at which point the combat advantage was sufficiently massive that its soak was easily bypassed and the statue destroyed. This seemed not only anticlimatic (it lasted one round) but also counter intuitive, lions and men with swords really shouldn't be able to damage a stone statue so easily, no matter how much they out number it.
I know I'm not the only one using a -3 for defenders type houserule, has anyone else encountered this problem or can anyone think of a solution?
The second houserule is to do with my setting. Due to the nature of the game there is no divine, infernal or faerie auras, only magic. Magic auras are also more common. This makes powerful spell casting easier (a design feature) but denies us the problems of twilight, since botch dice from "bad" auras are a major cause of multiple botch dice for magic. I'm wanting to make it a bit more dangerous by adding botch dice depending on the strength of the aura. e.g. a more powerful aura makes it easier to cast, but can also overwhelm a reckless maga. What would be an appropriate level? I don't really want my mages constantly in twilight, but the risk of occasional trips there should be present, 1 extra botch dice per point of aura seems extremely harsh, especially given that they live in a level 5 aura. But how about 1 extra botch dice for every two points of aura, or every three points?
Comments welcome.