| Post/Author/DateTime | Post |
|---|---|
| #1thebilliamApr 13, 2011 3:30:42 | I know a standard for house rules is almost an oxymoron but what hose rules are common to make the game work well or flow better. Because looking through the dnd forums I have noticed many house rules that are common to many people. My question is what are some of the most common house rules and the reasons for them. I did not see a fourm that already answered this questions but if there is a link would be all that i need. I am not new to dnd but i am new to 4e and since i am DMing i want to be fair to my players. An example that i have seen is giving a weapon focus is almost expected from a DM in the Char Op fourm. |
| #2pluisjenApr 13, 2011 4:17:36 | I don't think the game really needs any. The game is quite fair without any houserules. |
| #3thebilliamApr 13, 2011 5:31:29 | Yes i had seen that it was for a math fix. Is it given out at heroic? I ask because i had read that the math is not too far off till paragon. |
| #4slobo777aApr 13, 2011 5:47:33 | The free Expertise (and sometime other) are fairly common, but I'd echo Pluisjen here and just repeat that I've not found a single house rule required in general to play the game. Some of the less-well-worded powers could do with a bit of clarity better examples, or in extreme cases "fixing" (note not one of my players has taken such a power in ~9 levels of play, and they all like to have optimal characters). Also situational stuff often drops off the end of the rules and needs some DM creativity. I quite like creating a consistent House Rule in those case. However, neither of these things hit the core of the game to the extent you could claim that they are needed "to make the game work well or flow better" In addition, there are some assumptions built into the rules that make a big difference to the playability of the game, but which aren't necessarily spelled out. They crop up as playability issues in games only if you are used to playing games far away from those assumptions. For instance, the "adventurers working day" of 3-6 encounters between major rests is one - there is little point in 4E to having a single standard combat encounter between extended rests . . . so overland travel adventures might need a different angle on what constitutes a diversion (such as an ambush) - or if you play that style of game consistently you might want to re-think what counts as a Short Rest and an Extended Rest. There was a previous thread in this forum covering standard Feat freebies. If you are feeling generous to your players, then you might consider these. Otherwise, just play RAW to see what it is like, and where your group fits in. |