few houserules

Post/Author/DateTimePost
#1

lady_ishtar

Jan 17, 2009 23:32:17
i have few houserules im planning on using in a game im running. i will be playtesting them tommorow, but i also want to see what you think about them.

FEATS

Astral Fire
prerequisite: Dex 13 and Cha 13; or Dex 17; or Cha 17

Burning Blizzard
prerequisite: Int 13 and Wis 13; or Int 17; or Wis 17

Dark Fury
prerequisite: Con 13 and Wis 13; or Con 17; or Wis 17

Raging Storm
prerequisite: Dex 13 and Con 13; or Dex 17; or Con 17

MILESTONES

when you reach a milestone, if you have one half or less healing surges remaining, you regain ONE healing surge.

**this is so the party doesnt have to rest when our glass cannon rogue is out of healing surges after second encounter**

MINIONS

when you damage a minion with a power or effect that does not require an attack roll, the minion gets a save. if it succeeds it takes no damage. encounter and daily attack powers that take a standard action to activate do not suffer this penalty. **ex. hunger of hadar: the initial damage kill all minions with no save**ex. greenflame blade and cleave would work normally, as the initial attack must hit for the secondary damage to happen**
also powers that deal damage on a failed save do suffer this penalty **ex. contaigon spreads as normal**

**this is mostly to prevent the rod of reaving silliness, as well as some stances that make minions obsolete**
#2

Graphec

Jan 17, 2009 23:54:44
Hard to take u seriously with that avatar...but anyways
i have few houserules im planning on using in a game im running. i will be playtesting them tommorow, but i also want to see what you think about them.

FEATS

Astral Fire
prerequisite: Dex 13 and Cha 13; or Dex 17; or Cha 17

Burning Blizzard
prerequisite: Int 13 and Wis 13; or Int 17; or Wis 17

Dark Fury
prerequisite: Con 13 and Wis 13; or Con 17; or Wis 17

Raging Storm
prerequisite: Dex 13 and Con 13; or Dex 17; or Con 17

Intresting, I think this is all right. It will only give spellcasters a +1 dmg and melee characters get weapon focus so I think it actually makes it balanced.
MILESTONES

when you reach a milestone, if you have one half or less healing surges remaining, you regain ONE healing surge.

**this is so the party doesnt have to rest when our glass cannon rogue is out of healing surges after second encounter**

I don't think you should have this. Once the rogue is out of healing surges it might give other characters the chance be in the spot light for once while the rogue just sits back and throws shurikens around IMO
MINIONS

when you damage a minion with a power or effect that does not require an attack roll, the minion gets a save. if it succeeds it takes no damage. encounter and daily attack powers that take a standard action to activate do not suffer this penalty. **ex. hunger of hadar: the initial damage kill all minions with no save**ex. greenflame blade and cleave would work normally, as the initial attack must hit for the secondary damage to happen**
also powers that deal damage on a failed save do suffer this penalty **ex. contaigon spreads as normal**

**this is mostly to prevent the rod of reaving silliness, as well as some stances that make minions obsolete**

Absolutely not. This would just gimp ur wizard whose main role is to take care of the minions. Instead mix in a good leader for the minions so u can buff them up if ur party is taking care of them easily.
#3

Neutronium_Dragon

Jan 18, 2009 5:26:05
I'm actually considering something more along the lines of, "You regain one quarter of your healing surges when you reach a milestone." (No requirement that you be below half.) This would really improve the endurance of a group when it's taking part in a long series of encounters.

I don't like the minion idea though. I see plenty of proclamations that they're too easy to kill floating around the boards, but the fact that they're easy to kill is really their whole point. As long as they're not behaving in a tactically silly fashion (all bunching up in a nice tidy knot for one Scorching Burst to wipe out) they're durable enough for their intended purpose as is.
#4

lady_ishtar

Jan 18, 2009 8:05:04
Hard to take u seriously with that avatar...but anyways

i try

I don't think you should have this. Once the rogue is out of healing surges it might give other characters the chance be in the spot light for once while the rogue just sits back and throws shurikens around IMO

but its no fun for the rogue to be doing nothing but throwing shurikens, and its no fun for everyone else to stop and rest too often

Absolutely not. This would just gimp ur wizard whose main role is to take care of the minions. Instead mix in a good leader for the minions so u can buff them up if ur party is taking care of them easily.

keep in mind that most class powers would be unaffected by this. as far as my game goes it would only affect rod of reaving. basically if you have to expand resources on your part, minions get no save.
#5

Graphec

Jan 18, 2009 10:53:49
but its no fun for the rogue to be doing nothing but throwing shurikens, and its no fun for everyone else to stop and rest too often

Ok but why is resting a problem? Its not like you're actually gona take an 8 hour rest....All you do is say,"Ok we bar the doors, have the eladrin/drow stand watch, and rest for 8 hours." It takes like what 30 seconds?

Another thing is that maybe your rogue is being too bold (i.e. going headfirst into an encounter, flanking enemies when he knows he's going to get hit by other enemies) that kind of stuff.
keep in mind that most class powers would be unaffected by this. as far as my game goes it would only affect rod of reaving. basically if you have to expand resources on your part, minions get no save.

Ok, why not just take away his rod of reaving? Give him another magical rod. Its much simpler that way...
#6

tequila_sunrise

Jan 18, 2009 12:00:18
FEATS

Astral Fire
prerequisite: Dex 13 and Cha 13; or Dex 17; or Cha 17

Burning Blizzard
prerequisite: Int 13 and Wis 13; or Int 17; or Wis 17

Dark Fury
prerequisite: Con 13 and Wis 13; or Con 17; or Wis 17

Raging Storm
prerequisite: Dex 13 and Con 13; or Dex 17; or Con 17

Prereqs are just there to reinforce fluff, so whatever. Can't complain about more ways to get more options.

MILESTONES

when you reach a milestone, if you have one half or less healing surges remaining, you regain ONE healing surge.

**this is so the party doesnt have to rest when our glass cannon rogue is out of healing surges after second encounter**

I don't think I care for this one. If the rogue is a glass cannon, maybe he should be more careful.

MINIONS

when you damage a minion with a power or effect that does not require an attack roll, the minion gets a save. if it succeeds it takes no damage. encounter and daily attack powers that take a standard action to activate do not suffer this penalty. **ex. hunger of hadar: the initial damage kill all minions with no save**ex. greenflame blade and cleave would work normally, as the initial attack must hit for the secondary damage to happen**
also powers that deal damage on a failed save do suffer this penalty **ex. contaigon spreads as normal**

I think this is a good idea. Minions are supposed to be easy to kill with a single attack, not easy to kill just by standing near a PC with an auto-damage effect running.

TS
#7

lady_ishtar

Jan 18, 2009 12:46:16
the rogue IS too bold, but im not going to tell my players not to play their character the way they enjoy playing them. anyways, in the long run i dont think it will make much of a difference, just extend the workday by an encounter or two at most.
#8

bastard_dm

Jan 18, 2009 20:16:36
I think these all look pretty good.

As for healing surges, I see no problem with granting a few extras on milestones. The biggest difference you'll make is 2-3 surges per day, and only for characters that had a fight or two where they took a lot of damage.

This rule will reduce the chance of the party being stuck with a character (like the rogue) with zero surges left- where they would be forced to either prepare to rest (if that's even possible), or fight with effectively one less combatant. If your players (particularly the one playing the rogue in this case) don't enjoy that threat of imminent doom, this is a solid rule.

In the game I'm currently DMing, I've gone so far as to simply allow every character to recover a healing surge at every milestone. From what I've seen, all it has done is made the "adventuring day" one combat longer. I'm happy with how many combats they get through before trying to rest now, and the players are happy that they're a lot less likely to go into a combat without at least one healing surge remaining.

Your results may vary.