House rules I am concidering

Post/Author/DateTimePost
#1

stargazer_dragon

Dec 21, 2010 19:13:27
ok below are the house rules I am concidering using wanted a little feedback on what people thought and how much people thought it might influence the game over all.
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ok so the first house rule I wanted to impliment is recharging powers. I know the drawbacks of such are both a slight increase in player power as well as a few extra rolls each turn wich could mildly slow combat.

so here the rules will talk more about it after I explain it.
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                       Recharging powers/healing surges
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Recharge encounter: at the end of each players turn (rolled at same time as saves and such) the player chooses a encounter power or racial encounter power and attempt to recharge it. The player rolls a D6 on a resoult of 6 for class encounter powers or 5 or 6 for racial encounter powers the player regains use of the power. A player may also spend a action point at the end of the turn to get a second attempt to regain a spent encounter power

Recharge daily encounters: once each milestone/extended rest a player rolls a D6 on a resoult of 6(at each milestone) 4-6 (during each extended rest) the player regains the use of a spent daily power. The player may also spend a action point during a rest to attempt to recharge a daily power. (daily powers don't recharge normaly during extended rests any more)

Recharging healing surges: player regain the use of 1 healing surge every milestone. players still regain all hp and healing surges during extended rests. I also allow players to gain the benifit of 1 free healing surge betwean fights as a resoult of a short rest.
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  The thought behind recharging encounter powers, was that players and me both like the extra chance to recharge a power and the players disliked how monsters could recharge there special attacks yet the players couldn't without resting. 

  The idea behind changing how daily powers recharged, was that during traveling times where often there was only a single fight betwean extended rests as well as some dungeon crawls that had a ton of fights betwean extended rests started to lose game balence. With to many fights betwean a rest players would find themselves underpowered. But even more of a issue was when they could freely burn there dailies knowing they will more then likaly have them back before anouther fight as this made them overpowered. under the curent system they may still end up stronger or weaker based on luck of dice but over all they party should be relitivly balanced. Pluss again we like the extra chance roll.

  The idea of recharging healing surges was also it allowed the group to stretch there healing surges for the times where they fight 10 battles before a extended rest or whatever yet still kept them limited.
As for the free healing betwean battles was becouse it represented the party catching there breath and regaining moral (since hp is more  a representation of moral then actual health points) it also allowes the players to reserv mor eof there healing surges for the battles themselves again allowing me to run longer strings of battles betwean extended rests.

Lasts for those who wonder why I like being able to give longer strings of battle, it just makes sence to me with a battle lasting only minutes of time and a short rest only 5-10 minutes it made no sence that a dencely pact dungeon the players are going to stop every 4 battles and rest for the day. I mean I think of books and movies and often times they go through a load of fights before they get a chance to rest for the day. I just like the option of eather scarce battles for traveling and areas where monsters are sprad out or tons of battles where monsters are tightly grouped with little room to rest for long like lairs and such.
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                               Languages
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Every difrent race has it's own racial language. The current broudform languages acts more as a common tounge for those languages. 
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this gave a bit more flavor to the games as well as giving mosters the ability to talk betwean themselves in front of the players without the players understanding unless they happen to be lucky enough to know that exact dialect.  so like 2 ogers talking in ogrish to eachother while very similar to giantese the players would only catch a choice word here or there in giantese unless they knew ogrish also. over all has very little game effect but I always loved the rp effect and over all flavor of many languages and it seamed more realistic to me.
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                                          Trained skills
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Trained skills give a editional +2 per tier, so at lvl 11 it gives +7 trained bonus instead of +5 and at epic it gives a +9.
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this made being trained in a skill even more important and showed a chars continued training in the skills above untrained people. I also raise skill dificulty by +1 per teir. this made skill training a little more important. It only mildly effected untrained people and represented that more complex tasks do become harder for a untrained person.  I didn't like that a simple task was just as had at lvl 1 for a tairned compared to untrained char as a complex one was at lvl 21. the more complex a task the more important being trained in that feild should be least in my opinion.
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                                          critical fail/sucess
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critical hits- I am still toying with ideas. I curently dislike how it is done have concidered adding 1W damage to all critical attacks which makes them a little stronger, have also toyed with maybe making a chart for additional effects, like maybe giving the enimies a -2 to there next attack or knocking them prone or slowing them till end of there next turn or soemthing of the sort. 

Critical fails- curently a critical fail provokes a attack of oportunity. this has worked out great for both monsters and players and overall the players have universaly prefered this over simply missing. I have also ben toying with a critical miss chart as a additional effect. Like losing weapon tripping falling offbalence and taking a -2 to next attack so on and so forth always minor things that only last 1 turn or 1 attack.
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                                          potions
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Non healing potions don't use healing surges and healing potions use the chars healing surge value plus a set amount allowing them to be a viable option around having a cleric or other healer although at a monetary cost.
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all of my players agree that healing potions are almost compleatly useless and missed the way they used to work. also under the new set a player without healing surges could still gain benefit from a healing potion they would just get the minor extra few hp instead of the surge plus the hp. Yes this also does make a mild game balence issue as potions could be used to replace second wind but as long as it still uses up surges players must concerve plus theres the cost of the potions and of cource theres always getting to them which takes time or a potion belt. I have also concidered restricting the number of times a char can benifit from a healing potion to 2 times per encounter to help make sure it does not ever become abused.

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                                          Minions
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Minions: Auto-damage effects such as auras require a attack roll to effect minion, We have the player roll a attack roll using the power that created the effects attack bonus. If the power does not have a attack listed then we use the char.’s primary ability modifier for the attack roll.

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To often the chars would use auras and effectivly negate minions compleatly as a viable combatent. I personaly Love minions and use them during at least 75% of the battles. my players love swathing through them. Sometimes I like to use high lvl minions as bosses over low lvl monsters. this works great as the high lvl minions do good steady damage hit most of the time and is realy hard to hit yet once someone does hit it they kill it. Has worked great except if the players can just auto damage it to kill it then it destroys the whole scene. basicaly I make it so minions don't die at a sneaze but die if any real attack comes there way. still toying with other viable options that r simple to use and curently the sytsem is still very addhavock but my players have ben ok with that and ben understanding that I am working on a good system to use

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                                          residium
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Residium: Magic gear requires residium as the component, residium can be found much the same as adamantine. (rare and hard to find but possible). I also grant 50% residium refund when disenchanting, allowing players to be able to get a bit more and be able to make the gear they want. (normal gear often sells in my games for 50% of what it is worth unless theres a reason for it to sell for more or less
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in my games magic gear is not commonly sold, further residium can't be made only found so that it is a limited supply. This has had a few effects on the game. one is that players realy contiplate if they wanna sell there magical gear or break it down for it's residium to make that other gear they realy wanted. It also makes residium a valuable treasure to be found. After a while players r less excited over that pile of gold they found but when residium and magic gear is much more limited then it makes for a great treasure to toss in. again the basic thought was to make magical gear more rare and exciting, last side note magical gear in my games Require residium. so without residium players can not make magical gear and residium is eather found/mined in very very rare veins or is made by disenchanting other magic gear.

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                                          Magic gear brakage
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Magic gear brakage: Bad things happen when a magical iteam is broken in my game unless the proper steps have ben taken to disenchant it. When something magical breaks it explodes doing 5 damge per 2 lvl burst 1 per 5 lvl of the gear, so potentialy a lvl 30 magical ring that broke could do burst 6 +30 vrs reflex attack that did 75 magic energy damage. this happens very rarely though. also the higher the magical gear is the hard it is to break.
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magical gear is more rare in my games and residium is more valuable wich means players next to never intentionaly break magical gear and often times fear it. the rule was more of a personal prefrence then anything else I liked the idea of the sudden release of all that energy when it's broken. though 75% of the games I have run never have anything get broken wich keaps the effects more dramatic and grand as I intended. also dm is in charge of exactly how and when the magic iteam breaks (consumables like potions and such do not have this effect only perminent iteams) potions might flash if thrown in a fire or such but breaking a potion bottle does not break the potion it'self though it definatly might ruin it all the same. scrolls likewise are not subject to this while wipping the scroll destroys the sepll and ruins it the enchantment on a scroll isn't compleatly so there is next to no real energy to be released though some rare artifact type scrolls could be difrent at dm choice.



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                                          Small size
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Small size: We removed the effects of small size on weapon. We did this becouse a small sized weapon weilder was weaker then a small sized impliment weild and weaker then a medium sized weapon weilder. It just made no sence to take something away from only weapon weilders who are small sized and not give them anythong back besides a few couple feats. (small sized feats only work when weilding a weapon that a small sized char normaly could weild)


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                              reserved in case I remember more laters            
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#2

pluisjen

Dec 22, 2010 5:35:33
That´s a lot of house rules...

Few quick comments where I have them:

Recharging powers I think is ok; if your players like it, it should work out to roughly what you had in mind.

Languages means that communication between races will be even harder, which means that you basically need all important NPCs to speak Common or be of the same race as a party member. The reason the list is limited is so that languages will actually be important; speaking Elven becomes a lot less useful when it's only spoken by Elves meaning you'll probably never use anything other then Common. It's nice for the monsters to discuss tactics without anyone hearing.. but then hearing monster tactics I find is a lot more immersive then "they mumble something" and the players basically having no idea what they're talking about.

Trained Skills, unless your party is big enough to have all skills trained, might be a bit of an issue. I don´t think it´ll really break down and it might motivate some characters to pick up a Skill Training feat or two, but if you´ve got a 3 man party it might start getting annoying having to put half your Feats in training just to be able to pass a basic check. It also means that characters will be less and less tempted to use skills they´re not trained in.

Critical Fail/Success... whatever floats your boat. Keep in mind that magic weapons already add extra dice to a critical hit, and that High Crit weapons also do this; but if you want to add more, go for it. Critical fail is not something I'd ever use but as long as your players enjoy it... keep in mind though that multiattackers will fumble a lot more then single attackers, so you might want to restrict fumbles to "first attack roll each round" to keep it fair.

Potions is a dangerous change. If they add surge + fixed then they'll quickly obliviate the need for a Cleric as they're very cheap to get and a minor action to use; your party will quickly get indestructible due to the enourmous access to healing powers.
Also without costing a surge characters will probably drink 5 potions each before a battle begins once they get to the point where they're so cheap that they can afford to do that.

Minions, sounds like a great idea. It makes them somewhat more viable.

Residuum and Magic Gear breakage; not much I can say about that as you've already stated that magic items are different in your campaign.

Small Size, a lot of people use that rule and I've never heard anything bad happen because of it, so it should be just fine. 
#3

stargazer_dragon

Dec 22, 2010 6:10:07

all my monsters will speak a common forum so elves and all races that used the elven language will speak that as there racial form of comon but they will also likwise speak a more specific language so like ogers will speak both giantess and ogrish. I also tend to give all surface races free common language all underground races (drow and such) uncommon unwater races use aquan. sow hile it definatly adds a lot more complexity to languages I rarely if ever have a language barier that is not unintetionaly there.

with the trained skill, It falls to the dm to be mindfull fo the chalenges he presents his players and know what the players r capable of handling, this just makes it so the party also actualy needs to be mindfull of what there trained in as it limits what they can do. As to say if no-one is trained in diplomacy I am not going to have a key part of the game hing on a hard diplomatic situation (though a easier situation would be just as chalenging for untrained players) however optional goals and bonus stuff might require someone to get realy lucky on the dice or be trained in it.

Potions this was the hardest one to work with but remember that if the players have a healing surge the potion uses it, also the point was to allow a possible go around to leadership classes. But I think I liked the idea I was toying with as for restricting potion usage to 2  short rest. so while players might use them more betwean encounters to save on a couple healing surges the gained effect will be minor and the long turm finacial cost will quickly add up.

50 gold is nothing but think of a 7 day exploration of a dungeon, during the 7 days party encounters say 21 fights and a boss fight. They use potions for half of those just a single potion for the 10 fights thats 500 gold if they were to abuse the potions and realy leane on them then same situation could used 4000 gold at lower lvls thats a huge amount at higher lvl then the potions have less of a effect since there are already a ton of ways to heal and 5 hp more then your healing surge means little. the main effect would be increased healing during battle since each player Could heal 3x per encounter without a leader or class power but then that be costly and a leader would do the same if not often times beter.
   Lastly while drinking a potion might be a minor action getting the potion into your hands if not on a potion belt would take some time and u also have to have a hand free which can often be dificult. and of cource feading a potion down anouther players throught to me screams provoking. so potions would not replace a leader but definatly make them less needed. which is great for groups with few to non who enjoy healer type roles

Thank you for your feedback look forward to hearing more evn when I disagree with feedback it helps me see the rules from a difrent angle wich is viatal to getting them fine tuned and perfected for play

#4

stargazer_dragon

Dec 22, 2010 6:18:26
reposting the house rules without my reasoning to help make them easier to read

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                       Recharging powers/healing surges
    -------------------------------------------------------------------------------------
Recharge encounter: at the end of each players turn (rolled at same time as saves and such) the player chooses a encounter power or racial encounter power and attempt to recharge it. The player rolls a D6 on a resoult of 6 for class encounter powers or 5 or 6 for racial encounter powers the player regains use of the power. A player may also spend a action point at the end of the turn to get a second attempt to regain a spent encounter power

Recharge daily encounters: once each milestone/extended rest a player rolls a D6 on a resoult of 6(at each milestone) 4-6 (during each extended rest) the player regains the use of a spent daily power. The player may also spend a action point during a rest to attempt to recharge a daily power. (daily powers don't recharge normaly during extended rests any more)

Recharging healing surges: player regain the use of 1 healing surge every milestone. players still regain all hp and healing surges during extended rests. I also allow players to gain the benifit of 1 free healing surge betwean fights as a resoult of a short rest.
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                               Languages
            -------------------------------------------------------------------------------------
Every difrent race has it's own racial language. The current broud form languages acts more as a common tounge for those languages. 
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                                          Trained skills
            -------------------------------------------------------------------------------------
Trained skills give a editional +2 per tier, so at lvl 11 it gives +7 trained bonus instead of +5 and at epic it gives a +9.
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                                          critical fail/sucess
            -------------------------------------------------------------------------------------
critical hits- I am still toying with ideas. I curently dislike how it is done have concidered adding 1W damage to all critical attacks which makes them a little stronger, have also toyed with maybe making a chart for additional effects, like maybe giving the enimies a -2 to there next attack or knocking them prone or slowing them till end of there next turn or soemthing of the sort. 

Critical fails- curently a critical fail provokes a attack of oportunity. this has worked out great for both monsters and players and overall the players have universaly prefered this over simply missing. I have also ben toying with a critical miss chart as a additional effect. Like losing weapon tripping falling offbalence and taking a -2 to next attack so on and so forth always minor things that only last 1 turn or 1 attack.
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                                          potions
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Non healing potions don't use healing surges and healing potions use the chars healing surge value plus a set amount (uses up a healing surge unless the player is out) m thinking using d6 for the set value for paragon teir healing surges rolled eather at potion creation or when used not decided yet both have apeal.
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                                          Minions
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Minions: Auto-damage effects such as auras require a attack roll to effect minion, We have the player roll a attack roll using the power that created the effects attack bonus. If the power does not have a attack listed then we use the char.’s primary ability modifier for the attack roll.

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                                          residium
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Residium: Magic gear requires residium as the component, residium can be found much the same as adamantine. (rare and hard to find but possible). I also grant 50% residium refund when disenchanting, allowing players to be able to get a bit more and be able to make the gear they want. (normal gear often sells in my games for 50% of what it is worth unless theres a reason for it to sell for more or less
   (again magical gear requires residium to creat and besides very rare veins residium can only be obtained from disenchanting magical gear making it a diminishing resource. Magical gear also is not commonly sold in my realm most is found)
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                                          Magic gear brakage
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Magic gear brakage: Bad things happen when a magical iteam is broken in my game unless the proper steps have ben taken to disenchant it. When something magical breaks it explodes doing 5 damge per 2 lvl burst 1 per 5 lvl of the gear, so potentialy a lvl 30 magical ring that broke could do burst 6 +30 vrs reflex attack that did 75 magic energy damage. this happens very rarely though. also the higher the magical gear is, the harder it is to break.  (magical gear breakage is greatly controled by the gm)


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                                          Small size
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Small size: We removed the effects of small size on weapon. We did this becouse a small sized weapon weilder was weaker then a small sized impliment weild and weaker then a medium sized weapon weilder. It just made no sence to take something away from only weapon weilders who are small sized and not give them anythong back besides a few couple feats. (small sized feats only work when weilding a weapon that a small sized char normaly could weild)

#5

Krusk

Dec 22, 2010 10:57:20

My notes as I read it. I think I would consider playing as a PC, but I would need some clarification on the crit hit/misses and would not play if you implimented charts. (Without letting my PC opt out of the pros and cons equally)


Recharge Powers/Healing- Is it one attempt to recharge a daily power every time, or is it one attempt to recharge a daily power each time?



In the end that doesn't really matter, because people will adventure as normal, and then instead of resting for 6 hours, they will rest for X. Where X is a solid ammount of healing surges back for the majority of the party.

Benefit of one free surge- Do they get to spend one for free, or do they suddenly gain one they can spend?

Crits- A chart is a bad idea. Doing something on a crit, even extra damage is already hurting the PCs. Doing more hurts them more. Consider 5 PCs, fight 15 kobolds. Obviously the kobolds will crit more that fight. The extra benefits will help the enemies more than the PCs. Additionally, if the extra effect happens to kill or perminatly main the target, who cares if kobold 14 is maimed. But "King Aurthur Knight of the Round" is killed by kobold 14, thats a lame ending.

Failures- Does your rule take into account mutliple attack rolls in a round? If not, why do people even pretend bursts/blasts are worth using. Also, how does this penalize ranged characters equally? In this game, I would just play a ranged dude, or a caster. Lastly, see kobold 14 being killed by a random crit fumble, or "King Aurthur" example above.

Magtic gear breaking- How does magic stuff break? ASide from "I am breaking this rod over my knee". Seems like a random rule.




#6

stargazer_dragon

Dec 22, 2010 14:33:15
recharging power r one attempt to recharge a single used encounter power each turn, daily recharge is a attempt to recharge a single used daily power each milestone and each extended rest (this means when resting in town wich often spans multiple days I just assume they have regained all there dailies but when resting out in the wild they goto roll, since in the wild theres always a chance of encounting wandering monsters there no gain by sleeping mutiple days as aposed to continuing on to the destination as there likaly to run into monsters eather way might as well get somewhere in the process.

recharging healing, they gain a single healing surge back each milestone and they may heal as if they had spent a healing surge at each short rest.

critical hits/miss chart is always small things like a +2 or -2 for  some roll on the next turn stuff liek that never anything so grand as maiming if a player maims a monster then they probably crit it and did enough damage to way over kill or brought it from full to near death and is just used for fluff/extra detail and fun. no crit hits might include nicking there arm target gets a -2 to any action using that arm till end of next turn. target is knocked off balence granting combat advanatage till end of next turn stuff liek that.  Critical fumbles would include, you stumble and provoke a attack of oportunity, You lose grip of your weapon and it flies off in a random direction for 1d4 squares. you trip and fall prone. 

as for crit hits and misses being unfair Ialways argue that thought, yes aoers do crit hit more often but that also means they crit miss more often, monsters r just as effected by crit hits and misses as players r as long as the effects r as I do them very short duration. I have sean easy battles become hard and hard ones become easy and lots of them become a blast do to the randomness of crit hits and crit misses. Again the key is short duration and little effect it adds flavor and a very mild bonus/penalty

also for crit hit/misses it is also great to make a chart that coveres difrent kinda of attacks such as maleee ones burst  ones blast ones ranged one more work but adds a touch more.

as for magic gear it is very rare that it ever brakes but ocationaly traps and hazards and even monster attacks can brake gear, is very much dm call on when gear needs to make a save or break. But this has long ben the case with all gear. Theres also some times when players try to use there weapons for purposes other then intended like tring to pry soemthing open or smash something open with a sword or if it gets dropped again this rule is prety dm controled and has much more of a flavor effect then a reacuring in game effect, but when used right and very sparingly it can add a good deal of flavor
#7

CrimsonAssassin

Dec 23, 2010 13:06:35
We haven't tested this out yet, but my DM had suggested our encounter powers on a sort of cooldown if you will.

When you use an encounter power, it will take 5 rounds for it to recharge.  To me, that is a really long time.  In 5 rounds, combat should be coming close to an end.  I've thought about the recharge on a 6 feature as well.  Will try to run my opinion by and see what they say.
#8

stargazer_dragon

Dec 24, 2010 8:01:27
so far from the feedback I take it for most part these should work
#9

CrimsonAssassin

Dec 24, 2010 12:47:56
It's always worth to experiment and test the ideas out to see if it fits for you.
#10

Neutronium_Dragon

Dec 24, 2010 19:07:30
Recharging: Don't use die rolls for this, at least at the daily level. A PC recharges one daily power and 1/4 of max surges per milestone.

Encounter-based recharge is more feasible, but it's absolutely not worthwhile to spend an AP for a 1 in 6 CHANCE to recharge an encounter power and then still need to spend an action to use it. If you're going to spend an AP then it ought to be an auto-recharge-and-use.

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Languages: So the creatures now babble among themselves. No one understands them. What's the point?

Languages were limited and common is standard because it allows banter - something that won't happen with everything off in its own little linguistic world.

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Trained Skills: This will over-emphasize the value of training. Trained skills already get enough of an advantage as it is, particularly since trained skills for a class usually coincide with their primary stats, which will be increasing several times and thus increasing the skill modifier even further.

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Critical Hits: Not too bad, but stay away from charts.

Critical Miss: Congratulations - anyone whose class emphasizes multi-attack powers takes it on the chin from this.

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Potions: What?

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Minions: So auto-damage powers lose one of their benefits. Okay, but what about those that are explicitly meant to do this sort of thing and/or have no other effect than auto-damage? I'm going to have to roll a Magic Missile attack vs a minion but not against anything else?

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Residuum: 50% disenchant value is fine as long as you bear in mind that this will ramp up the treasure value a bit.

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Magic Gear Breakage: No. Just no. "Whenever the DM feels like it, you arbitrarily take a pile of damage and one of your good items is lost. For extra stinkage, the better the item was, the worse it becomes when this happens."

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Small Size: Probably won't be a big deal, although it may have some odd thematic consequences.
#11

stargazer_dragon

Dec 26, 2010 3:16:20
Recharging: Don't use die rolls for this, at least at the daily level. A PC recharges one daily power and 1/4 of max surges per milestone.

  Encounter-based recharge is more feasible, but it's absolutely not worthwhile to spend an AP for a 1 in 6 CHANCE to recharge an encounter power and then still need to spend an action to use it. If you're going to spend an AP then it ought to be an auto-recharge-and-use.

  --will have to concider the no die roll for dailies per milestone that might work also. Do others feal that recovering a daily per milestone would be to much or just about right if no dailies r recovered during extended rest. prob allow players choice of power recovered or else they would simply just use the best one all the time wich would suck. as for encounter I would eather go with AP for auto recover of power BUT not the free use of it or simply use AP as a chance to recover a daily power.

  Languages: So the creatures now babble among themselves. No one understands them. What's the point?

  Languages were limited and common is standard because it allows banter - something that won't happen with everything off in its own little linguistic world.

  --Banter is still allowed if every creature still speaks common. at least common tounge for the extended area like common for all surfaces races uncommon for undermountain races aqain for unwater races. the additional languages just adds a touch of flavor and has little to no effect outside of rp. is something I used since AD&D and while harder to use since the chars know less languages now players still seam to enjoy it over all.

  Trained Skills: This will over-emphasize the value of training. Trained skills already get enough of an advantage as it is, particularly since trained skills for a class usually coincide with their primary stats, which will be increasing several times and thus increasing the skill modifier even further.

  --is kinda the point to emphasise as well as make stat points less needed for trained skills and make untained skills harder to use. some people like the fact that skills r so balenced, every1 can have good chance of seceading whether there trained or not. I personaly think that it kinda ruins the entire point of even training in skills. for instence the other day the party had 2 people who rolled 1s and they still seceaded at the check (by book skill chalenge from encounters game) and even the untarined people were suceading on very low rolls.  I am ok with this for low lvl tasks wich r suposed to be more common sorts of things but at higher lvl tasks it should make more of a difrence if your trained.

Ok best example most people can turn on a computer and go online to brows the net takes very little knoledge. IE easy even for untrained people to acomplish just m,uch easier for trained people. now to go onto a computer and modify how a game works by reprogramming it is nearly impossible for a untrained person though still relitivly simple for a trained person. 

under the current skill set up skills and skill dc gain 1/2 lvl if skills dc is going up it is assumed the task is more complicated and the players r just more skilled at doing things wich makes sence for all skills as u experience life u should learn a little about everything BUT why should trained people never learn more then untrained people. a lvl 1 trained vrs untrained person has same chance as those same 2 people at lvl 30. this means that training in a skill stops past lvl 1. means a someone who takes time to learn arcana learns no more then a untrained person during the cource of there lvls past lvl 1. All of my players dislike this so choice eather modify the DC trained vr untrained or modify the skill points gained for training per teir.
 ((((srry for the long winded explaination of my thoughts had a hard time getting my idea out even close to how I was thinking it hope you were able to follow the basic thought prosses))))

  Critical Hits: Not too bad, but stay away from charts.

  Critical Miss: Congratulations - anyone whose class emphasizes multi-attack powers takes it on the chin from this.

  --charts r fun if they r done well, and as for crit misses people say those who hit multiple people r penalised more not realy those who hit multiple people crit hit more often then others so why not also crit miss more often?  also thinking of maybe changing mass attack rolls see next post

  Potions: What?

  --just increased the power of healing potions and removed the healing surge use of non healing potions (some potions don't heal at all yet still use healing surges)

  Minions: So auto-damage powers lose one of their benefits. Okay, but what about those that are explicitly meant to do this sort of thing and/or have no other effect than auto-damage? I'm going to have to roll a Magic Missile attack vs a minion but not against anything else?

  -- M more refering to stuff like auras and zones. magic missle would still kill a minion every time without a roll and prob still cleave also (though require the attack roll on the first monster to hit the ac of the minion to effect it) aura powers zone powers and such that kill mass areas for no action or a minor action with no rolls. this essentialy makes minion useless

  Residuum: 50% disenchant value is fine as long as you bear in mind that this will ramp up the treasure value a bit.

  -- yea but over all very easaly managed

  Magic Gear Breakage: No. Just no. "Whenever the DM feels like it, you arbitrarily take a pile of damage and one of your good items is lost. For extra stinkage, the better the item was, the worse it becomes when this happens."

  -- again this comes down to good dming so far even when it has ben a favored iteam my players have never minded this rule. Dm should never abuse this rule. As for gear breaking that already can happen within current rules only difrence is that magic gear has a concenquence when it brakes. Side not is just becouse it blows up does not mean the players suffer all bad effects. if it happens in combate the damage effects both sides and players have much easier time healing during combat then most monsters. last side note if a dm wants a player to lose a peice of magic gear that gear is as good as gone dm can and will find a way to remove unwanted gear if dm wants a player to take a crap load of damage again dm can and will designe a way for it to happen. dm already controles everything in a game. so a dm being in controle of when a peice of magic gear breaking should not be a issue. for instence I wanted said magic gear to break currently as a dm I could simply say that after much wear and tear the attack proved to much for the blade if I also wanted player to take a but load of damage I could add a trap to the encounter or a hazard and have it trigered by something in that round poof same effect difrent flavor. and again if abused players will get upset but if a good dm uses the rule then it is not a problem and can add for memorable and very fun experiences

damm srry realy don't mean to type so much sigh.

  Small Size: Probably won't be a big deal, although it may have some odd thematic consequences.


thanks for the advice is always good to get feedback and see things from slightly difrent point you also gave me a new idea and a new possible way to handle recharging powers that I will pass by people see what they think
#12

stargazer_dragon

Dec 26, 2010 3:36:57
ok so not sure how this would work if it be bad or good but here it is all the same

Most of the time
I hear abotu how multi target attacks  make crit hits effect or crit fail effects unfair, and of cource theres always the pain of figuring out wich one it hits sometimes with a TON of rolls so here my idea

Area of effect attacks use  just a single roll. this attack is checked against each targets defences.

So 1 roll for attack 1 roll for damage and this roll counts against all targets effected. this removes the issue of a single target getting crited making damage a pain as well as a ton of possible rolsl speading things up. it also removes fear of such attacks having better chance to crit hit or crit miss. over all should have the same chance to hit any idividual creature so machanics wise should not make anything unfair.

example of such might be firball

range x burst 3 the char targets a squair of effect, and how effective he was at casting/using the power which is the attack roll. It makes sence to make a single attack roll to determain how effective the spell is as aposed to a attack roll against every1 doesn't it? meh typing to much again but main thought is

A single attac roll for area of effects powers maitains same game balence mechanic wise (best I can think of) speads up combat and brings a much better balence to probablity of critical hits and critical misses