| Post/Author/DateTime | Post |
|---|---|
| #1ahzriaelFeb 07, 2011 12:27:48 | We all have those rules that we just couldn't run a game without. For me it's the "Roll 4 Drop the Lowest" when rolling for stats. As you can imagine I have some pretty overpowered characters when I DM. But I love it! Running with super heroes makes the game feel so much more fantastic. What rules can you not live without? Have had since you started playing? Or just find too fun to get rid of? |
| #2alitainFeb 07, 2011 15:31:49 | We use that rule to, since we always roll our stats. But generally we don't get overpowered though once I rolled 3 18's but our DM modified the rolls so I ended with only one 18 and something else, can't remember. Which was fine. Um...what else do we use? Well we have a crit chart. Basically on every crit we roll a percentage and depending on the percentage certain things happen. Makes it more entertaining. I don't know, we use other houserules but I can't really think of them right now. |
| #3ahzriaelFeb 07, 2011 21:52:44 | A crit chart? That sounds awesome! I played a great RPG once where rolling a crit meant a free action from a specific list, it was a wonderful mechanic. Also, very handsome avatar. |
| #4tequila_sunriseFeb 08, 2011 16:05:35 | We all have those rules that we just couldn't run a game without. For me it's the "Roll 4 Drop the Lowest" when rolling for stats. As you can imagine I have some pretty overpowered characters when I DM. But I love it! Running with super heroes makes the game feel so much more fantastic. I go a step further: 1. 4d6 drop the lowest for stats. 2. Rolled HPs: 1d8/level for wizards, 1d10 for rogues, 1d12 for fighters. 3. Roll for powers: I assigned numbers to every power, and players roll d20s to choose which they get. 4. Skills: Players roll for the number of skills they get to choose; most classes get 1d6 but rogues get 1d12. 5. Feats: Players have a 70% chance every level of gaining a feat. 6. Starting wealth: 5d20 gp instead of 100 gp. Oh and players also roll for alignment and race. I assigned each race a range on a d20 to determine each character's race; if you roll a 20 you have the option of rolling on my non-core race chart or rolling again for a PHB race. |
| #5Stirfry90Feb 11, 2011 10:28:38 | Man I'd hate to have you as a DM Tequila, I like to have some control over what kind of character I play, thankyou very much. I also like point buy, means there's at least a semblance of balance. |
| #6sallaFeb 11, 2011 12:13:32 | Man I'd hate to have you as a DM Tequila, I like to have some control over what kind of character I play, thankyou very much. Reasonably sure that was sarcasm. |
| #7Stirfry90Feb 11, 2011 12:26:15 | I find it fun to play along. Also, I wouldn't be surprised if that wasn't sarcasm. |
| #8SurrealistikFeb 12, 2011 11:52:01 | I find it fun to play along. Also, I wouldn't be surprised if that wasn't sarcasm. While I'm also fairly certain that was sarcasm, I too wouldn't be surprised; some DMs are straight up _draconian_ (and have a die-hard fetish for randomization from 3.5). |
| #9tequila_sunriseFeb 12, 2011 16:19:33 | Yeah, excuse my sarcasm. I've heard too many DMs say "rolling stats is fun!" or "rolling stats is realistic". And yet they never think to roll for other stuff; which isn't any more fun, but would at least be consistent. |
| #10maverick0023Feb 13, 2011 11:33:35 | We all have those rules that we just couldn't run a game without. For me it's the "Roll 4 Drop the Lowest" when rolling for stats. As you can imagine I have some pretty overpowered characters when I DM. But I love it! Running with super heroes makes the game feel so much more fantastic. that seems fun, I have played in several games where we randomly rolled race and class and just went with what we got I would only not like the roll for random powers because some builds can not use some powers (such as a Wis cleric getting a str power) |
| #11echosaveFeb 13, 2011 15:50:52 | Basic House Rules:
|
| #12slobo777aFeb 13, 2011 17:03:33 | Basic House Rules: Wouldn't it be simpler to just play two characters? ![]() Other than the feats and some of the Daily utilities, it's not a big increase in power, but it does look like a lot of stuff to track. I'm sure some players I know would never take a turn, there would be too much choice. |
| #13thespaceinvaderFeb 13, 2011 17:24:05 | Whilst it would be awesome, especially during Heroic when you're still trying to get a character working at all, to be able to just have every feat you could possibly want, it seems like quite an unbalancing idea to me... |
| #14alitainFeb 14, 2011 0:57:07 | But maybe Echosave and his or her friends like playing really powerful characters that can do a lot of things, and be extra powerful. That could be why they play with those rules. |
| #15slobo777aFeb 14, 2011 5:21:15 | But maybe Echosave and his or her friends like playing really powerful characters that can do a lot of things, and be extra powerful. That could be why they play with those rules. Actually I was thinking that it enables you to fully play out a build option such as e.g. Cunning Sneak Rogue, to the point that the group would never do it again, since there was little variety left in the character type worth making the same one again (90% of the good matching powers will have been used in play). At least that way Echosave's group gets to use a better percentage of the 1000s of published feats and powers. Value for money from the books . . . :-) |
| #16tequila_sunriseFeb 14, 2011 8:16:16 | My question for Echosave is, do you have short combats (yay!) or more monsters? |
| #17alitainFeb 14, 2011 11:33:41 | But maybe Echosave and his or her friends like playing really powerful characters that can do a lot of things, and be extra powerful. That could be why they play with those rules. Except after a couple games when they've exhausted all the 4th ed stuff because in the end there isn't that much really, and they're left with buying essentials if they haven't already and in a game exhaust essentials, then they have nothing to play because it's clear Wizards isn't really making any new 4th ed stuff anymore at least. And Tequila, good question I'm curious as well. Short, numerous combats or few massive war level battles. |
| #18tequila_sunriseFeb 14, 2011 20:53:02 |
Or, Echosave's campaign could have a typical number of combats with typical monster populations. Such combats would be shorter that normal, which sounds good to me. |
| #19echelon_houseFeb 14, 2011 21:22:56 | For our group, we have a couple of fairly straightforward mechanical fixes: - A flanked creature grants combat advantage to all creatures, not just the ones flanking them. - Ranged attacks don't take any penalty against prone creatures. - Plain basic attacks use any ability modifier for attack rolls and damage rolls. - Monster attack bonuses and defenses are lowered appropriately to match characters'. - Monster hit points are lowered, except for solos and elites. |
| #20echosaveFeb 15, 2011 11:13:57 | The design decision comes from the most numerous complaint{s} I hear {personally} about 4thEd D&D: "My character feels like a power/feat sheet, and everything I choose has to be combat-centered, otherwise I'll fall behind and if we happen to fight I'll be owned for not choosing combat-related powers and abilities." "These powers are great, but I only get so many, and can only choose between so few. I feel ripped off." - especially true of players who play Arcane/Divine/Magic classes "Why would anyone choose a feat like Agile Athlete over XXX-combat feat? I'd like to for my character development, but then I'd be wasting a precious feat on it..." Inside First off, how many games actually go from 1st lv to 30th lv? Some will, many will not. These house rules are in place to ensure that at each and every level the players get to choose and shape their characters as they see fit, thus allowing them to enjoy themselves that much more. This is the core of my decision - most games will not run from 1stlv to 30thlv, and the rate and gain of feats and powers in that respect is sorely lacking therein. For games that want to run from 1stlv - 30thlv I would cut back the rate of feat gain to normal standards {once every other level} and give out a bonus feat every five levels instead: 1, 5, 10, 15, etc.. - This is the model we are currently running for our campaign game. We use the feat at every level model for shorter games, otherwise the feat gain would be obscene. This gives players a greater option in the development and role-playing of their characters, which in turn makes the game more enjoyable for me as well. The decision to give players three bonus feats, and a feat at every level, comes from the sheer amount of feats available to player characters, and the feeling that players are often shoe-horned into choosing combat-related feats over more "mundane" feats like Agile Athlete or Linguistics. In this respect, you can choose your combat-related feats whilst still choosing more "mundane" non-combat-centric feats for character development as well. My players love it. Powers follow a similar train of thought - there are so many powers, and only a limited amount of slots to fill. Players, and even other Game Master's I have spoken too, often feel that the limit on availability and slot-use of powers puts a damper on character development/play and often shoe-horns a player into picking the best combat-related power over a more mundane not-as-combat-centered power. Not to mention only having a small selection of powers at any given time makes characters feel like nothing more then a One-Trick-Pony most of the time. At least in my own personal experience - mileage for other groups will vary of course. I have, personally, always felt that class-based RPG's often fail when it comes to the mechanical development of character abilities, as I feel you must give players an option at each and every level of play - as this is the only time {mechanically speaking} that a player will get to make decisions about their character that affects the outcome of their actions. 4thEd is a great game, but at Its core limits character ability and design, and so these house-rules are in place to help alleviate this. Short of re-modeling the game into an XP pool-expenditure design, these house-rules were the simplest re-design I could come up with at the time. My players, my group, and myself, all voted on these house-rules before they were put into play. We have encountered no issues, aside from needing a longer list of powers and feat abilities, and have enjoyed 4thEd so much more because of these rules. At the end of the day, that's all I care about despite what anyone else thinks or cares. |
| #21tequila_sunriseFeb 15, 2011 18:09:21 | For our group, we have a couple of fairly straightforward mechanical fixes: I sense that your group likes ranged characters. ![]()
Your rules sound fun to me. I'd like combats to end a bit quicker, and I'd love the opportunity to use a few more of the eleven hundred powers available to me. (Maybe others play enough characters to "exhaust" all of those build options, but I don't know anyone who has that much free time.) I can see how it might seem like "too many" options for some, but that's what many gamers say about basic 4e. So whatever. C'est la vie. |
| #22slobo777aFeb 16, 2011 2:29:45 | Actually my groups house rules seem related to one of Echosave's concerns (amount of choice and chances to build up a character). House rules: 1) We start play at level 1, but the first few levels are fast-tracked, this time around it is 5 encounters between level-ups until half way through Heroic tier. 2) During level 1, characters can be rebuilt completely freely, changing race, class, powers, feats - anything goes, and we'll figure out how it fits in the story. |
| #23Cohen95Feb 16, 2011 14:22:53 | My group all discussed and came with and agreed on 5 feats we all wanted to take, and had every intention of taking (all mechanical ones, like Expertise, imp Init, stuff like that). So we just went ahead and started with all of those feats, plus whatever feats you took at 1st level, and then we just didn't gain any feats until Paragon. That made reaching Paragon seem even more impressive. |
| #24blacksheepcannibalFeb 18, 2011 11:33:49 | 1: The first time a character is bloodied during a fight, they lose a healing surge. (Dragonborn gain a temporary action point the first time they are bloodied, in addition to losing a healing surge.) 2: I use all "V-shaped" races, but mine differ from core rules often. 3: I use bumped up damage for all monsters. 4: No use of healing powers during short rests. 5: At a point of my choosing, if I feel the fight is hitting that "padded-sumo/grinding" phase where the enemies have been beaten, but they still need to grind off hit points, I'll allow players to spend healing surges as a free action to reduce enemies to 1 hit point (1 surge for standard, 2 surges for elites). Alternately, I'll have the enemies flee or give up, depending on what's appropriate for the situation. 6: I do not use regular minions. I use either wave-style (respawning) or "elite" (saving throw when hit) minions. |
| #25tequila_sunriseFeb 18, 2011 18:51:54 |
Sweet.
Even MM3 monsters?
Ow! Especially combined with #1. Do you have a high death rate? |
| #26DanTrackerFeb 18, 2011 22:30:21 | 1: The first time a character is bloodied during a fight, they lose a healing surge. I like these too. I'm going to steal them for my own use. |
| #27nirnelFeb 20, 2011 9:07:26 | 1: I got rid of the grid altogether, and use measuring tape. It helps taking away the boardgame feeling. Some rules needed adaptation, but it's nice when bursts are circles and blasts are cones (with a little tweaking, namely add 1 to the size if it's bigger than 4). BTW, the equivalent to a square in my variant is a "Step" (a length unit in-world) 2: I use flanks and rear. You can turn as part of an action that implies movement, with a penalty to the speed (when shifting there's no penalty, also turning is mandatory when running, charging, swimming...), or when you do anything with a target, like an attack (there is a penalty to actions aimed to the flanks and rear). A character can also turn as a Minor action or as an Immediate Reaction to any action. Being in the rear of the enemy grants Combat Advantage. Giving your back to adyacent enemies (even as part of a turn that will end with them out of the flank) provokes attacks of opportunity. When you Mark an enemy, he is forced to turn to face you (nothing keeps it from turning away again), and you can us an opportunity attack whenever he gives you the FLANK. There are some other minor rules about it. 3: I use both rolling and buying ability scores. The budget is there, but the characters roll the dice and buy the score they rolled. 4: An Extended Rest doesn't heal completely the characters. They just recover half their healing surges (some conditions can make them recover less healing surges, such as failed death saving throws) and no HP at all unless they spend their healing surges (or other powers, which count as spent in the new day) in it. I'm still testing the difficulty of the post-rest encounters, though. 5: The number of magic items is far lower... well, this one is a project at the moment. I have to study how much of the magic item bonuses is taken into account in the monsters design, to know how to tweak them, and then make some maths for the campaign economy, but I totally plan to do it. |
| #28blacksheepcannibalFeb 25, 2011 0:40:44 |
MM3 monsters already have bumped up damage, I just try to keep pre-mm3 monsters in-line. It's not infrequent that I err on the side of brutal, increasing not just rolled damage but add-on and incidental damages as well (more damaging auras, etc).
I allow players to spend surges freely; however I do not allow a cleric to use their healing word to tack on an extra 3d6+10 healing to each one of those surges during a short rest. |
| #29johnniiFeb 25, 2011 20:37:58 | The house-rule I couldn't live without is Inherent Enhancement, but I don't know if you count that as a House rule? The other one would be having Action points as an arbitrary player reward rather than a expected mechanic. Good roleplaying would earn an AP, but I also reward heroic daring maneuvers and clever ideas and some other things when appropiate. Those that feel uncomfortable with roleplaying shouldn't feel left out, but it should require them to take an active part in the game. |
| #30arkthepiekingMar 07, 2011 12:04:05 | We've got a few houserules for Assassins that make them a little less bad. I think my DM went overboard on them, but I'm not complaining seeing as I'm the assassin ha ha. 1. Shrouds only dispel on a miss. This prevents the problem with stacking shrouds on a target, only to have them be of no use. It also discourages shrouding a target you're not even attacking. I thought it sounded overpowered at first, but it apparently works really well, and puts the Assassin where it needs to be according to another DM. |