| Post/Author/DateTime | Post |
|---|---|
| #1KarggenMay 08, 2013 20:09:54 | Hey all, So I'll soon be DMing an epic level homebrew campaign where the mournland will have spread over the whole continent of Khorvaire and the Lord of Blades has become a God, which will be the final boss. My question for the community is this: I've adapted the mournland rules so that some healing is allowed, but when you use a healing power (healing keyword in the power) it takes 3 surges instead of one, and when the party rests unless they rest in a town they won't regain all their surges to keep the players on their feet even though they're epic level. I'll be adjucting the monsters to account for this so the party doesn't outright die, but it will make them want to avoid wilderness encounters, restig outside of towns, and get them to use things like their second winds since those still only take a single surge, as nobody in the party really ever uses this when they can just be healed by the partys healer. So, here's the question I was hoping to get help with. I know that Temp HP Never EVER stacks...but I was thinking about house ruling it's ability to stack to give the players a shield of sorts in these battles. It would go away at the end of encoutners, but I was wondering just how bad it could be if I did allow this. From a world standpoint it makes sense...all warforged generate Temp HP from their racial powers, and the ability to stack Temp HP would help them (and the enemies of the PC's) as much as the party....but I'm not completely sure just how broken things could get once the players realize it stacks and begin retraining feats ad powers every level to gain more temp HP stuff. So, first off, how broken would it be if I allowed Temp HP to stack? ...and if you think it would br extremely broken, would adding in an additional rule such as "You can only have Temp HP equal to your Surge Value" make it more fall in line with what I want? I would appriciate input on this, and any thoughts of if this method will work, and how to improve upon it. Also keep in mind that the player's don't know about this, or the healing changes yet, and that the party will consist of a warlord marshal, an elemental sorceress (fire), shaper psion, brutal rogue, warden and barbarian. Thanks in advance! |
| #2darkwarlockMay 11, 2013 15:28:57 | I can't answer your question, but I can suggest that you strip it down to its rule elements and ask again in the 4E Optimization or Rules forums. In the former particularly people have a very solid understanding of rules interactions and the possible fallout of what you suggest. |
| #3adunn561Aug 19, 2013 13:44:04 | Why don't you sample it and see? The Mournland is a mystical area where magic runs freely, it shouldn't be that hard to change the rules if their powers prove too broken. Alternatively, you could play the setting similarly to a survival adventure, putting less emphasis on defeating opponents and more on conserving resources. I'm sure you could have some great encounters trying to scavenge food or trying to negociate with hostiles wandering the mournland. A final solution would be to have the characters become resistant to the mournland's effects over time, either due to becoming used to it's effects or due to being altered by the area's unstable magics. Hope this helps! |