| Post/Author/DateTime | Post |
|---|---|
| #1ariasilverhandsMay 19, 2008 17:24:14 | Endurance & Recovery Hit Points Hit points have long been viewed by many players and dm's as pools of blood to be depleted by attacks and spells that actually wound the character, despite descriptions of hit points in the PHB and DMG that they are merely abstractions of combat. This house rule is an attempt to remove the perception of hit points as wounds and add some consequences to being wounded via the system shock rolls. Endurance & Recovery This is equal to hit points in every way that matters. Any ability, power, ritual or spell that heals hit points, affects endurance. Healing Surge is renamed Recovery and can be described as catching your breath, a moment's respite, taking a breather, adrenaline rush or something similar. Second Wind remains the same, allowing the character to spend a recovery as a standard action. |
| #2ariasilverhandsMay 19, 2008 17:24:27 | |
| #3ariasilverhandsMay 19, 2008 17:24:46 | Double Weapon (Weapon Trait) This is a new trait applied to a small number of weapons that allow them to be used by rangers with their two weapon exploits. When used as a double weapon, treat it as if the character was wielding two different melee weapons in all regards. This means the character does not gain any two-handed bonuses from feats or other traits like versatility. In addition, the character cannot benefit from a weapon with the reach trait. Finally, the cost to enchant the weapon is doubled or the character can choose to enchant only one half of the weapon. For the sake of simplicity, the weapon uses the same base die for damage regardless of which end is used. Simple Melee Weapons One-Handed Spear Two-Handed Quarterstaff Military Melee Weapons Two-Handed Glaive Halberd Longspear |
| #4the_faeMay 19, 2008 20:09:37 | I like the name change for HP and healing surges, those sound so much better anyways, I wish they had just gone with those in the first place. The wounds system on the other hand seems like something that you need to keep track of, because of the negatives, but also something that doesn't come into use often. Since from what I have heard crits are 20s only I don't see the wounds coming into play enough. On the XP I am not sure whether I like the change or not. It seems kinda pointless to me as the 43 xp should be counter acted by the fact that you should have at least 2-4 minions in a place at any time. But your game your rules. Now with everything negative here I would like to say I am interested in seeing your enchant/disenchant system in some detail. It seems like 4e has the basis of it, the whole disenchanting into residium or whatever it is called, but it could go a lot further. Be interested in helping with that, since I don't see where I could help with the other two rules. |
| #5ariasilverhandsMay 19, 2008 20:20:21 | Even numbers divisible by 5 makes it easier to add up large numbers of minions and any other npc's xp values up easier. That's really the only reason I made the new chart, aside from some OCD issues with having tidy numbers. ^_^ I'll work on the 4e Enchanter stuff later. Blue Valkyrie needs food badly. |
| #6ariasilverhandsJun 07, 2008 17:22:12 | Updated second post with some universal at-wills and feats to go along with them. Any player can use them regardless of class and without training in them, just like second wind can be used as an encounter power by everyone. |
| #7ariasilverhandsJun 09, 2008 20:22:39 | Added a new trait for weapons. It's not a complete house rule yet. I need to go through the weapons and create a list that it applies to. |
| #8ariasilverhandsJun 12, 2008 9:45:10 | Updated the Double Weapons trait with the short list of weapons it applies to. I may add new weapons if there's any interest for them. Like the double-mace or something. |
| #9idabriusJun 12, 2008 17:26:01 | Just a note for the universal at-wills; it seems like you could adjudicate these in the RAW without adding house rules -- Dex v. Ref attacks to disarm, etc. EDIT: Upon thinking, it seems you like that's what your DOING, just making them explicitly stated instead of "When a character thinks up something not covered, wing it" |
| #10ariasilverhandsJun 13, 2008 2:23:35 | Just a note for the universal at-wills; it seems like you could adjudicate these in the RAW without adding house rules -- Dex v. Ref attacks to disarm, etc. EDIT: Upon thinking, it seems you like that's what your DOING, just making them explicitly stated instead of "When a character thinks up something not covered, wing it" I haven't updated this thread with the latest revision of the at-will powers. I've removed the penalty to the die roll and added negative stuff when they miss. The most up to date house rules can be found on my forum: http://www.ariagames.net/forums |
| #11ariasilverhandsJul 06, 2008 9:07:35 | House rules updated to most current set. Added a modified version of the TWF feat along with the Double Strike power to go along with it. |
| #12ariasilverhandsJul 23, 2008 22:16:59 | ![]() |