| Post/Author/DateTime | Post |
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| #1maverick0023Mar 29, 2010 2:31:22 | What are the most common house rules for 4th edition? What house rules do you use and WHY? thanks for the info in advance |
| #2xantherosMar 29, 2010 3:26:17 | A Weapon Implement feat which allows a character to select one weapon they're proficient with and use it as an implement. This is so our Eladrin Sorcerer can use her longsword and so our multiclass Warlord/Wizard can use his spear. Armor Proficiency feats don't have ability requirements so our Sorcerer can spec up to plate cause it's cool. You can use your move action to help an adjacent ally to their feet cause it makes sense and encourages the party to think as a team. Do I attack myself or do I get the Barbarian back on his feet so he can use a power next turn instead of just a charge? A Radiant Weapon enhancement which is basically the Sunblade in any melee weapon form so our Paladin can use a Sunhammer. And milestones grant 1 Healing Surge in addition to the Action Point so the party can fight for longer in large dungeons. |
| #3da_chickenMar 29, 2010 3:28:35 | There is a House Rules & Homebrow forum. Here on General you're just going to get flamed. There are two pretty common house rules: 1. At 5th level, everybody gets Weapon and Implement Expertise in everything for free. 2. At 11th level, everybody gets Paragon Defenses for free. At 21st, it automatically upgrades to Robust Defenses. Reasoning is that the math of the game is usually not where people enjoy it at higher levels (daily miss too often and players get hit on a 2 regularly). These feats are sometimes known collectively as the "feat tax" because everyone feels compelled to take them. My play group doesn't like vulnerability cheese and feel it is too damaging for a feat or paragon path feature, so we changed Lasting Frost and Morninglord. Currently they work as follows: 3. Lasting Frost grants vulnerability 2, not vulnerability 5. At level 21, the vulnerability increases to 3. 4. The Blazing Radiance path feature of the Morninglord Prestige Path reads as follows: "You gain a +2 bonus on damage rolls with divine powers that deal radiant damage. Increase this bonus to +3 at 21st level.". (Thinking about it, this damage bonus should apply to ongoing damage as well.) Some other semi-common changes, plus some that my group discussed at one time or other: 5. The Daggermaster's path features and powers apply only to powers with the Weapon keyword. (Stop Weaplement abuse from Sorcerers.) 6. Fey Charge: Replace the second line with "In addition, you may use your Fey Step one additional time each encounter." The feat no longer refreshes Fey Step as long as you keep hitting. (Stop Feycharger stupidity.) 7. Iron Armbands of Power/Bracers of Archery: These items grant +1/+2/+3 bonus damage instead of +2/+4/+6 damage. (Items make all other items at each tier pale in comparison.) Prior to Orb of Imposition being nerfed: 8. Regardless of penalties, a saving throw can never be worse than 17+ (20%). A roll of 17, 18, 19, or 20 is AN AUTOMATIC SUCCESS. "Save ends" effects are meant to end. (Due to save penalty abuses.) Due to an encounter with four harpies that made for the most universally hated two hour encounter since we switched to 4E: 9. Multiple "save ends" effects of the same type do not stack. If you are hit with two "Dazed (save ends)" attacks, the second effect does nothing. You only roll one save, and one successful save ends the dazed condition. [Option: Multiple effects may impose a cumulative -1 penalty to the saving throw.] However, if you are hit with "Dazed (save ends)" and "Dazed and slowed (save ends)" you must still track both effects and save against both effects. The only rules our games currently run with are 3 & 4. |
| #4da_chickenMar 29, 2010 3:33:30 | You can use your move action to help an adjacent ally to their feet cause it makes sense and encourages the party to think as a team. Do I attack myself or do I get the Barbarian back on his feet so he can use a power next turn instead of just a charge? I kind of like that one. Although it really punishes knock prone effects unless it draws an OA, and the game kind of assumes you're able to pick up something like Acrobat Boots.... |
| #5xantherosMar 29, 2010 3:51:34 | I've found that it hasn't had a detrimental effect. The party still expends resources getting back to fighting effectiveness. I don't think it should provoke an OA since standing up doesn't normally, but I can see a situation where if a brute knocks over the sorcerer it could be powerful so it may change in the future. In any case the party will be level 4 soon and no doubt some of them will pick up Acrobat Boots rendering this rule obsolete. |
| #6BreadleyMar 29, 2010 6:35:08 | I like that houserule, helping a friend stand up. Seems reasonable, since you do have to burn an action for it. It's pretty common to ignore mundane arrow resources. The reason for this is partly since some feel it's unfair to make a Ranger pay to fight at range while Sorcerers, Wizards, and other Arcane classes can fire off ranged attacks all day without spending cash. |
| #7BreadleyMar 29, 2010 7:22:17 | My DM allows me to take Ritual Caster without being trained in Arcana or Religion, he requires Nature, which fits since I plan on taking those rituals alone and am a Warden. Pretty reasonable, I'd say. |
| #8LordOfWeaselsMar 29, 2010 7:29:38 | it really punishes knock prone effects unless it draws an OA Why? Standing up doesn't provoke OAs, so why would someone else spending the Move Action to help you stand make the power weaker? (I mean, you totally might be right. I just don't see the logic, so I'm asking.) |
| #9LordOfWeaselsMar 29, 2010 7:32:29 |
I haven't actually found that, in practice. There absolutely are some builds who will never touch a different Arms, but there are also some builds that will never swap off a Horned Helm, and while just about every Melee attacked loves Armbands, there *are* other useful choices for many of them. Due to an encounter with four harpies that made for the most universally hated two hour encounter since we switched to 4E: You know that's actually a *core rule*, right? Multiple copies of the same Save Ends effect are "one save ends all". No house rule required. |
| #10T-MackMar 29, 2010 8:04:55 | A DM friend of mine just told me about a great houserule for Dailies. He got tired of his players saving all their daily attack powers for "The Big Fight" and instituted the rule that after each milestone you could recover one daily of your choice. The effect allowed his players to use more of their dailies without fear of having nothing to slap the BBEG with at the end. |
| #11KruskMar 29, 2010 10:57:06 | I cut enemy hit points by "About a quarter". Its a really rough estimate, but it works well. It helps speed up fights, especially because my groups end up being striker light. I also allow unlimited action points and magic item powers per encounter. I see no reason to limit them, and so I don't. |
| #12sallaMar 29, 2010 10:59:32 | 1. Magical bows, crossbows, and slings create their own (nonmagical) ammunition when used. 2. The Natural 1 auto-miss and Natural 20 auto-hit rules do not apply. 3. There is no alignment. 3a. There is no such thing as an 'evil race'. There may be races where the majority, even the vast majority, of its members are evil, but no sapient creature is inherently evil. 4. You can only die if reduced to your negative bloodied value in HP. When reduced to zero or fewer HP, you are unable to act, but still conscious and healing powers work normally. When you fail 3 death saves, you are out of the battle; you cannot be healed or revived during the battle, but can be revived during the short (or extended) rest thereafter. 5. Drow have the Shadow origin, not Fey. |
| #13zgroseMar 29, 2010 11:08:50 |
Curious as to how this plays out. Do you mean every creature is Unaligned, or you simply removed Alignment as a game concept? |
| #14Hocus-SmokusMar 29, 2010 11:14:17 | This applies only to the games I've ran. 1) Dropped the treasure-parcel system and handed out loot appropriate to the monster, area, etc. A little less here, a little more there, and it all equals out, but with a better sense of logic to it. 2) Dropped the skill challenge system and went back to standard skill checks and ability checks. The DMGII has come a long way to improving SCs, but they still feel like an unneccessary mini-game within the game. Maybe one day they'll get it right, but until then, I find it to be more hassle than it is worth. 3) Paragon Defenses are free at 11th level. 4) Robust Defenses are free at 21st level. 5) Monsters' HPs are reduced by 1/4 to 1/3. Sheesh....looking at this list, as small as it is, it's more houserules than I used for 2E, 1E, BECMI, or OD&D. Hmm.... |
| #15sallaMar 29, 2010 11:18:23 |
Alignment is removed as a game concept. It's not on anybody's sheet or stat blocks. The '3a' is because I have a couple of 'old-school' players who still think that 'it's a goblin/orc/drow, it's evil, we can kill it without provocation' is a valid concept. |
| #16greatfritoMar 29, 2010 11:27:26 | I have... 3? Copy/Pasted From my House Rules document CHARCTER RACES Being Small Small characters follow most of the same rules as Medium ones, with the following exceptions.
I wasn't originally dropping the weapon restriction, but eventually I "saw the light" (the Monk helped, I think - some part of its descriptive text somewhere). I still want small characters to be meaningfully different, though - hence the benefits. My "rule #4" is likely to be something dealing with the Small keyword on weapons - I want it to have some effect (because it's there, and I may as well use it for something), but I don't know what yet. Human In a game where background benefits are allowed, Humans gain the following racial trait.
Meh, just something I added. CHARACTER BACKGROUNDS Any character can select the following background benefit in place of those listed in PH2 (page 178).
No one in my games has used it yet, but I love the concept. |
| #17BreadleyMar 29, 2010 11:33:23 |
Agreed. I'm still irritated with someone I know who refuses to accept that Gnolls or Minotaurs could ever be PCs, not understanding that "usually evil" does not mean "is always evil, case closed, end of story". |
| #18zgroseMar 29, 2010 11:47:36 | Maybe they're just playing in-character (prejudiced against the "evil" races). ![]() www.giantitp.com/comics/oots0707.html |
| #19GarrannMar 29, 2010 11:54:24 | 1) All monsters get a damage bonus of 1/2 their level round down. 2) Damaging auras from monsters do 5 points of damage per tier. I find this challenges the characters without draining party resources to much. |
| #20dracodragon09Mar 29, 2010 12:11:24 | Some houserules I'm going to go with with some ones I'm thinking about. The immediate action one has been something I've been pondering.
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| #21ultimate_capMar 29, 2010 12:43:30 | I made a warlord who multi-classed into rogue. The DM allowed me to use my longsword for the encounter power sneak attack (from the rogue class). Felt it was silly for a trained figther to have to draw a mace (ruthless ruffian) or other sneak attack vaild weapon to get the sneak attack bonus, especially considering it was an encounter power (1x for fight) and my warlord fought sword and board style (so alsoe pretty ridiculous to have to drop the sword to get a one shot sneak attack). Question - related topic, are there feats that allow a rogue to use a weapon other then the ones listed for sneak attacks? Aside from Ruthless Ruffian, which expands the list to include the mace a a few others. Opinion - this house rule sound ok to you guys, or do you think the ability to use the sword for this sneak attack should "cost" something? Or should I have swapped from sword to mace? Doesn't seem unbalanced to me, though curious to hear other feedback. |
| #22ultimate_capMar 29, 2010 12:45:59 | Oh, and as far as house rules we use... 0 Hit Points Half Elf Dilettante Half-elfs may swap thier dilettante power out with that of any at-will power possessed by any party member (ie; another character), provided they've seen the power in use. The DM may allow this to include significant NPCs as well. They make make this swap during any short rest. Thier inital at will power is selected as normal during character creation. New Feat - Dynamic Dilettante [Half-Elf] |
| #23pluisjenMar 29, 2010 13:36:15 |
Verstaile Duelist I believe allows you to sneak attack with a longsword. |
| #24xantherosMar 29, 2010 14:26:26 | But only with Rogue powers that require a ight blade. |
| #25Duke5150Mar 29, 2010 14:29:05 | I'm still in the process of figuring out which rules I'd like to change, since it's only been less than a year since I started playing 4e, I'm giving it more time. So I have nothing set in stone yet. Although a few houserules I'v tinkered with are as follows. 1. When you're behind someone and they are not facing you, you have combat advantages against them. You don't need to be flanking for this benefit to work. (added this because the eladrin rogue player would feystep behind a monster and then sneak attack after first strike wasn't a factor) |
| #26lofgrenMar 29, 2010 14:41:38 | No ******* sunrods. |
| #27dracodragon09Mar 29, 2010 14:43:57 | What is the problem with Sunrods anyways? |
| #28Duke5150Mar 29, 2010 14:44:09 | No ******* sunrods. Prude. ![]() |
| #29opsktMar 29, 2010 14:49:29 | Well, I expect this thread to end up moved, but as the OP asked, here is what I have for my Eberron game. Your mileage may vary. --------------------------------------------------- House Rules v1.0
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| #30lofgrenMar 29, 2010 14:52:04 | What is the problem with Sunrods anyways? They eliminate light as a factor, either in the atmosphere of the scene or in combat, by being too bright, lasting too long, and having too large a radius. That doesn't mean that I constantly plunge the PCs into total darkness just to be a douchenozzle, or even track light meticulously all the time. It just means that when I really want lighting to be important, I don't want to have to come up with a workaround to explain why the characters can't just whip out a glowstick. |
| #31RPJesusMar 29, 2010 15:30:49 | 1) Temp Hp from different sources stacks. 2) There is one alignment and it's "no." 3) You can spend multiple action points per encounter, but only one per round. 4) No elves or dwarfs (By which I mean, feel free to play an elf or dwarf, but I'll be sad ) |
| #32zgroseMar 29, 2010 16:41:04 | Interesting. So much alignment hate. |
| #33da_chickenMar 29, 2010 17:49:57 |
Yeah, I'm not convinced they're too good either. As I said, we're not playing with this one currently. Due to an encounter with four harpies that made for the most universally hated two hour encounter since we switched to 4E: No, it's not. Multiple similar effects don't stack unless they're save ends. Then they explicitly do. The March errata stated as such. Let me tell ya, it's lame. From page 4 of the March errata (emphasis mine): Overlapping Durations: When you are subjected |
| #34da_chickenMar 29, 2010 18:06:55 | 4. You can only die if reduced to your negative bloodied value in HP. When reduced to zero or fewer HP, you are unable to act, but still conscious and healing powers work normally. When you fail 3 death saves, you are out of the battle; you cannot be healed or revived during the battle, but can be revived during the short (or extended) rest thereafter. I've thought about something like this (very sketchy currently): He's Only Mostly Dead: If you reach a dead ally within ~10 rounds of him or her dying, you can perform emergency first aid. Begin a skill challenge based on Heal. DC determined by DM, but should roughly be dead character's level + 15-20. 5 heroic/7 paragon/10 epic successes before 3 failures to succeed. You can use healing powers which allow the PC to spend healing surges or two healing potions of the character's tier or higher (the PC must still have surges remaining). Each such effect counts as a success (two potions count as one success), but no more than 3 successes can gained this way. |
| #35da_chickenMar 29, 2010 18:11:55 | it really punishes knock prone effects unless it draws an OA That was just my initial reaction. Monster knocks someone prone, then immediately another player gets him or her on his feet. Not much time for other monsters to beat on the guy while he's down. Thinking about it more, it seems just fine. As far as OA, standing up from prone doesn't provoke an OA, but picking up a dropped item does. |
| #36da_chickenMar 29, 2010 18:19:23 |
Personally I'm tired of all the "You don't know that they're evil" or "They're not all evil." Especially if were talking about one of the established campaign settings where Orcs and Hobgoblins are known mainly for raids on more civilized races, and are generally about as understanding as the Borg. It's perfectly reasonable for characters not to want to take a risk. A live Orc might be a friend or a foe. A dead Orc is always friendly. He even gives you all his stuff when you ask! |
| #37bone_nagaMar 29, 2010 18:22:57 | 1. Having the high ground gives you a +1 attack bonus. 2. Roll for attacks and defenses (your defense bonus = normal defense score - 10). 3. One attack roll for blasts/bursts. 4. PCs and monsters add 1/2 level to damage rolls. 5. No negative HP. You die by failing death saving throws. If you receive damage when dying, you automatically fail a death save. A coup de grace causes the normal auto fail and additionally forces another death save. 6. DC for Aid Another is 10 + 1/2 level of the character you are aiding. A failed check inflicts a -2 penalty to the "aided" character's check. 7. I haven't been able to try this yet, but I have really wanted to implement a wound card system I saw somewhere on these forums. Basically, whenever a character takes damage, that character can take a wound card to negate that damage (this usually occurring when reduced to 0 HP). However, that wound card has a long term penalty (like reduced movement, or a penalty to attack) that lasts through several extended rests, thus simulating long term wounds, but it is entirely the player's choice whether he wants to deal with a long term wound since the cards are never forced on the players. |
| #38da_chickenMar 29, 2010 18:30:26 | Apologies for mass posting. ![]()
We tried this, but found two things that I have issue with: a) it makes controllers and other characters that are meant to pop minions not quite as good (granted that we used higher hp values), and b) it's a lot more work for the DM to keep track of all those hp. I've thought of saying paragon minions die in two hits and epic minions die in three, but again, it's crap to track that I don't want to. I'd rather just add more minions and halve their XP value at paragon and third it at epic! |
| #39kilpatdsMar 29, 2010 22:21:22 |
Have you tried "Autodamage doesn't affect minions: Minions die on one hit, damage is irrelevant"? If so, any comments? |
| #40ultimate_capMar 29, 2010 22:41:21 |
Oh, well heck, I didn't list this because I didn't consider it a "house rule" but I use an idea I actually got from somwhere on these forums, which I call "Advanced (or elite) minions". Works like normal minions except they have two "states" - Bloodied and unbloodied. If they are not one of those, they are dead. Basically, it takes two hits to kill them...First hit bloodies them (so you mark them as bloodied), second hit kills them (take them off the board). I usually increase the XP by one level for such minions (level 3 advanced minion is worth the XPs of a level 4 minion). Works really well actually, especially for what are supposed to be big, powerful "brute-type" mininon...like ogres. ;) |
| #41frostdenMar 30, 2010 2:01:49 | As an apendum to the elite/2 hit minion rule. This still has the potential to bog down the DM, simply by virtue of tracking which ones have been hit and which haven't. Blobs of bluetac, or stickers can be added to elite minions when they take their first hit to make it instantly clear that they are bloodied. If you don't want to give away which are minions and which aren't, just put blobs of bluetac on everyone who gets hit, but only take away minions on the second hit. |
| #42da_chickenMar 30, 2010 2:41:24 | Basically, my opionion is this: they're minions. They're literally cannon fodder. Don't buff them. If you want them to have more of an impact, just add more of them! Hey, look, the orc chieftain is actually in melee/is finally bloodied and screams out a battle cry, and his orc brethren come a running! Encounter power: Call 3d10 orc minions to the chieftain's aid. Refreshes and is used as a free action when bloodied. Pressed hard and desperate, the necromancer slashes his hand open. Black bile spills from the gaping wound. He swing his hand back and forth in vicious strokes, flinging showers of the nauseating fluid across the room. Wherever his vile blood strikes the earth, moments later a skeleton bursts forth from the earth as is from some unseen grave. As a move action the necromancer creates 2d4 skeleton minions each round (no more than 10 total). This is why minions are awesome. They're worse than summoned creatures. You can give the BBEG endless minions and it won't really matter. As a DM, you have to learn to not sweat the small stuff. Minions are the small stuff. They guarantee the guys who are fun to DM get a couple rounds to do them before getting crushed by the party. I don't care if they die to incidental damage from screaming Barbarians, stanced Fighters or Stormwardens. Their sole purpose is to give the party something fun to kill a lot of, while still being a little too good to ignore completely. Minions aren't supposed to be challenging. They're supposed to be fun. Minions are like Doritos. Crunch all you want. I'll make more (within reason, encounters shouldn't look like the front row of a concert). I like super minions (as we call them) every once in awhile, but too many of them marginalizes controllers (part of the fun of them is popping minions), and too many of them bog down combat. I don't really care about Generic Orc Warrior #264 from Room #4. I want to get to the Orc Shaman raining death upon me from behind him! I like the idea of two or three hit minions (note that this is the original meaning of the term "hit points"), but for the most part I plan on using ye olde one hit wonders. |
| #43arderkragMar 30, 2010 4:14:27 | What are the most common house rules for 4th edition? 1. We've finally gone to giving weapon/imp expertise for free. We allow it to stack with versatile expertise. 2. We allow anyone to play any of the MM racial write-ups. In the case of Minotaur, you have the choice of taking the PHB3 version or the MM version. 3. We do a random encounter chance while travelling. 4. We've worked out a system to allow people to play as "real" monsters - like giants, demons, etc. We don't really use many other than those - at least not any i can think of right now. |
| #44EsperDreamMar 30, 2010 5:49:27 | 1. PCs gain +1 to attacks, Fort, Ref, and Will at levels 5, 15, and 25. The "expertise" feats, paragon defense, robust defenses, and "epic defenses" feats are banned. Basically, we don't play feat tax. 2. Drinking a potion or elixir provokes opportunity attacks. 3. The aid another is not a set DC 10, it is a low DC appopriate for the activity (for example, aiding a ritual is DC 10 + 1/2 the ritual's level). A failed aid check sometimes imposes a -2 penalty on the main character's skill check (such as when aiding a Diplomacy check). |
| #45dropthembonesMar 30, 2010 6:03:02 | Personally I'm tired of all the "You don't know that they're evil" or "They're not all evil." Especially if were talking about one of the established campaign settings where Orcs and Hobgoblins are known mainly for raids on more civilized races, and are generally about as understanding as the Borg. It's perfectly reasonable for characters not to want to take a risk. A live Orc might be a friend or a foe. A dead Orc is always friendly. He even gives you all his stuff when you ask! What is not agreeable about the Borg. They are so helpful by letting you know that there is no need to resist as it is a waste of energy. |
| #46yarskathMar 30, 2010 6:31:38 | Due to an encounter with four harpies that made for the most universally hated two hour encounter since we switched to 4E: PHB3 would like to have a word with you on that. Pages 222-223 under the Save entry. "Identical Effects That a Save Can End: If you are subjected to identical effects that a save can end, including ongoing damage, you ignore all but one of those effects. For example, if you are dazed (save ends) and then you are attacked and again dazed (save ends), you ignore the second effect, since it is identical to the effect you are already subject to. You never make multiple saving throws against identical effects." The entry is longer and also contains that Overlapping durations segment you quoted from the march errata. The section you quoted is talking about tracking "dazed (save ends)" separately from "dazed until the end of your next turn" to give an example. If you were "dazed until the start of your next turn" and dazed until the end of your next turn" you would ignore the frist effect because it is shorter in duration. It is actually really obvious if you don't focus on on section out of context. Though to be fair, they included a ton of rules updates/clarifications in PHB3 and the "Save" section I quoted didn't really appear anywhere until that book, so it is understandable how people made mistakes with that. I know I was ruling it "wrong" before I read that passage. |
| #47PsikerlordMar 30, 2010 6:37:37 |
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| #48ultimate_capMar 30, 2010 9:13:45 |
Anyone else doing this one? Has it had an adverse effect on the game balance? Any other thoughts on this one? (it's always kinda bugged me to) |
| #49da_chickenMar 30, 2010 9:31:07 |
Probably nothing that severe will happen, other than you'd have to watch the common problem items (those refreshing powers, granting additional actions, or healing, as well as possessing multiple copies of the same item). The primary reason that magic item powers are limited in 4E is that the design philosophy is that class, race, powers, and feats, not magic items, should define what the character can do. I probably wouldn't go as far, but I'd consider letting someone use healing surges to get extra daily item uses. I've also considered letting someone use healing surges for non-creation, limited duration Rituals. Especially for Rituals that are significantly lower level, but I'm thinking that in practice I'll just tell players not to worry about the gold cost to use a 50gp Ritual when they find 1,000gp+ after most encounters. I'm sure they generally won't even mark it off, knowing them. :p |
| #50da_chickenMar 30, 2010 9:34:56 | Due to an encounter with four harpies that made for the most universally hated two hour encounter since we switched to 4E: *facepalm* They published these two things with in days of each other! Errata on March 2, PHB3 on March 16 (but was available to FLGS at least ten days before that). Come on, WotC! ![]() ![]() ![]() ![]() ![]() ![]() |
| #51lofgrenMar 30, 2010 10:41:10 |
They say two different things. One says that you track save ends effects separately from set duration effects, and one says how you deal with two overlapping save ends effects. In other words, the first paragraph says that a "daze until next turn" and a "daze (save ends)" stack. The second one says that two "daze (save ends)" do not stack. |
| #52ultimate_capMar 30, 2010 10:52:29 | OK, so considering that I am starting prep work on a new campaign, I'm purusing these ideas looking for inspiration to create a unique/different atmosphere, and perhaps address a few little quirky things that bug me. So, here's what I am pulling from this thread so far, for serious consideration... House Rules You can use your move action to help an adjacent prone ally to their feet (Do I attack myself or do I get the Barbarian back on his feet so he can use a power next turn)? Characters can use all of their action points in a single encounter, but only 1 action point per turn. Natural 1 on a skill check is an auto fail Drinking a potion or elixir provokes opportunity attacks. PCs and monsters add 1/2 level to damage rolls as follows:
You may use any number of Daily Item Powers per day except that only one magic item can be used per round |
| #53T-MackMar 30, 2010 10:59:34 | part of what like about 4e is that, I don't have to waste time houseruling everything. But, just the same I have seen fit to buff some options on a few PPs and EDs. Most of my house rules deal with story telling and involving the players in that process. Here they are: 1. If a PC dies, you have two options. Bury it and roll up your next toothpick or send your new character and the entire party on quest to retrieve the sole of your dead former character and gain access to the raise dead ritual. This houserule let's me kill them without it being permanent while making death punishing enough that they will do almost anything to avoid it. Plus, after a death quest, we always gain at least one recurring NPC and endless adventure hooks. 2. You can only roll up a new character after giving a proper exit to your old character, be it heroic death, poignant parting, or betrayal. 3. Epic Destinies are unique. This is, in fact, what makes them epic. I don't want five Demigods running around. 4. All PCs have to have a background story, minimum 300 words. That's the price for entry into the campaign. |
| #54Duke5150Mar 30, 2010 11:17:34 |
Yes and no. One of my DMs allows us to use all of our item dailies whenever we want. So far it's not really made the encounters too much easier. Although, we can use as many item powers per turn as we want, actions allowing (free/standard/minor/move) |
| #55da_chickenMar 30, 2010 12:09:02 | They say two different things. One says that you track save ends effects separately from set duration effects, and one says how you deal with two overlapping save ends effects. Well they made it clear as mud. |
| #56AlyriMar 30, 2010 12:09:27 | The ones we are currently using:1. Slow is only 2 squares of movement. cannot double-move or run, well you can but you still only move 2 squares. Without this implementation slow isn't very controllery The instinctive action has really sped up combat for us. We had a couple of players who would over analyze on their turn. Now they use their 'gut'. Slow has now become a control feature. |
| #57lofgrenMar 30, 2010 12:12:17 | Well they made it clear as mud. Meh, I understood it. |
| #58foulspawnMar 30, 2010 12:29:36 | My group uses rules to make dying easier and ressurection more difficult and more costly in terms of availablity and impact on constitution and healing surges. You do not want to die in one of our games and that's the way we like it. |
| #59T-MackMar 30, 2010 16:21:53 |
How do you go about that specifically? |
| #60arderkragMar 30, 2010 16:30:55 | Well they made it clear as mud. Same here. In fact, I'm having trouble seeing how anyone could not understand it. |
| #61da_chickenMar 30, 2010 17:15:06 | Well they made it clear as mud. I don't own the PHB3. All I have is the errata document. |
| #62da_chickenMar 30, 2010 17:20:42 | 1. If a PC dies, you have two options. Bury it and roll up your next toothpick or send your new character and the entire party on quest to retrieve the sole of your dead former character and gain access to the raise dead ritual. Those are some really important shoes! ;) |
| #63T-MackMar 30, 2010 17:21:42 | 1. If a PC dies, you have two options. Bury it and roll up your next toothpick or send your new character and the entire party on quest to retrieve the sole of your dead former character and gain access to the raise dead ritual. hah! Good catch. I'll try and throw some more in other threads. |
| #64lofgrenMar 30, 2010 17:25:23 | I don't own the PHB3. All I have is the errata document. Same here. |
| #65da_chickenMar 30, 2010 17:30:38 | I don't own the PHB3. All I have is the errata document. So, without the clarifications from the PHB3, why does this not apply when you're subject to two "dazed (save ends)" effects? I don't see how you can possibly get your interpretation from this update. Overlapping Durations: When you are subjected to identical effects that end at different times, you ignore all the effects but the one that has the most time remaining. Effects that a save can end work differently, since you don’t know when they’re going to end. You, therefore, track effects that a save can end separately from effects that end at specific times. Linguistically, when it says "effects that a save can end work differently," that pretty much means that "effects that a save can end" are an exception to the previous sentence. Seeing that "tracking effects [...] separately" is a direct contradiction of "ignoring all effects but the one that has the most time remaining," it seems clear to me. |
| #66foulspawnMar 30, 2010 17:31:03 |
Healing doesn't bring an unconcious PC back to 0, they work their way up from their negative, and they can't spend their own healing surges so it's all up to the healing resources the party has available. Being resurrected causes a permanent loss of 1 constitution point in addition to all the regular effects. |
| #67T-MackMar 30, 2010 17:37:37 | Not bad. I too think PCs should be encouraged not to do. I don't make it any easier, but if they like their characters, they shouldn't do it. In addition to the earlier houserules I posted, I also don't let them replace a dead PC with another of the same role and the new PC must be three levels below the rest of the party. They really hate that last part. |
| #68foulspawnMar 30, 2010 17:42:48 | Yeah, we came to a concensus that there should be consequences for dying, to discourage players from unreasonably going Rambo. Our replacement characters have to start off at level 1 regardless, and while that means they aren't as effective, the DM scales down encounters somewhat, which works well to challenge the remaining higher level characters who have to work to protect the low levels. |
| #69lhockeeMar 30, 2010 17:48:35 | What house rules do you use and WHY? Some simple ones: To-Hit is equal to 3+Level+Relevant Modifiers; all characters receive an automatic +2 bonus to NADS at 11th level and +3 at 21st level; all characters receive two bonus feats at 1st level {including Humans}, another bonus feat at 11th level, and a final bonus feat at 21st level; all characters receive a bonus At-Will power at 1st level {including humans}; all Paragon Paths offer a permanent +2 bonus to a single Attribute of a characters choice; all Epic Destinies offer two +2 bonuses to two Attributes of the characters choice, unless already available. Why? Player enjoyment and the ability to keep up with the off-kilter math found in the manuals. My players enjoy it, it makes life easier for me, and finally it lets me throw some harder encounters at them without the risk of the group being under-prepared for the unexpected. |
| #70lofgrenMar 30, 2010 17:53:27 | Overlapping Durations: When you are subjected to identical effects that end at different times, you ignore all the effects but the one that has the most time remaining. Effects that a save can end work differently, since you don’t know when they’re going to end. You, therefore, track effects that a save can end separately from effects that end at specific times. I read it as "effects that a save can end work differently in the following way: you track them separately from effects that end at specific times." Basically, the way that save-ends effects interact with each other is simply not covered by this errata (which is annoying). |
| #71T-MackMar 30, 2010 17:56:32 | Yeah, we came to a concensus that there should be consequences for dying, to discourage players from unreasonably going Rambo. ![]() Level 1! Man, that's pretty cold. |
| #72foulspawnMar 30, 2010 18:08:20 | Yeah, we came to a concensus that there should be consequences for dying, to discourage players from unreasonably going Rambo. Yeah and no show, no XP. But it really does add an extra element of strategy and game play that almost becomes capture the flag with low level PCs being the flag. You really get a new appreciation for a lot of the builds like defenders and controllers when they're all that stands between you and a monster 4 or 5 levels above you. Not to mention the way it affects intra-party politics when you're the low level newbie that hasn't earned his keep. |
| #73da_chickenMar 30, 2010 18:17:36 | Overlapping Durations: When you are subjected to identical effects that end at different times, you ignore all the effects but the one that has the most time remaining. Effects that a save can end work differently, since you don’t know when they’re going to end. You, therefore, track effects that a save can end separately from effects that end at specific times. Ah, see, I read it specifically looking for clarification on what to do with two identical save ends effects (we were never confused about identical non-save ends effects with overlapping durations... we always played it this way and it seems obvious to me). I'll agree that your version is in there, but you can see how I got what I did. |
| #74KruskMar 30, 2010 21:51:31 |
I use it. The only thing to watch for is a player buying a slew of way lower level magic items and using them every round. In that instance a simply say "Hey, don't do that or we go back to the real rule" works fine.
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| #75pluisjenMar 31, 2010 4:17:12 | Yeah, we came to a concensus that there should be consequences for dying, to discourage players from unreasonably going Rambo. Ouch... I can't imagine this going over well. You're essentialy dragging around something that dies as soon as a monster looks at it (quite literally when you fight a Basilisk) and you have to protect it for at least a dozen or so fights before it becomes capable of contributing. That's... really harsh. Also, "cannot access own healing surges"? How do you heal someone like that? Using only the 1d6 bonus healing from Leader powers? I'm curious how that works... |
| #76PsikerlordMar 31, 2010 5:52:36 | I really like the permanent lose 1 con if you're raised. Will run that past my group. |
| #77DanTrackerMar 31, 2010 6:31:41 |
i've been allowing an adaptation of this. i allow for the PC to use more than one item's Item Daily Power during a day and even during an encounter if they like. but, the limitation exists that they must not use more than one item of the same slot. the idea began because of a rogue that had seven enchanted short swords, three enchanted daggers, and several enchanted shuriken. i didn't mind if he used the daily power of his Vampric Circlet (head slot) and his Cape of the Mountebank (neck slot) both during a fight. But, i didn't want him to carry around a quiver of swords that he could reach in, use the sword and its power, then shealth and grab a different sword, use its power, then shealth ........ so far this hasn't caused too much of a problem since only one other PC is dual-weilding at all times, the tempest fighter. He chose a weapon with a power and a weapon with only a property to avoid having to choose which for the day. the ranger, which at times, is dual-weilding has chosen a similar attitude toward her weapons. as most of the powers from items other than weapons or implements are utilitarian in nature, i haven't felt that it causes much trouble, but gives more options that can help keep PCs on their feet and effective in battle. I do have two players that follow the one Item Daily Power per day rule most of the time despite the allowance to use more. |
| #78foulspawnMar 31, 2010 8:51:40 | Yeah, we came to a concensus that there should be consequences for dying, to discourage players from unreasonably going Rambo. There's only 1 healing surge available to recuperate while down, so it isn't that big a hinderance. It's also only during the encounter. With a man down we pretty much have to try for an extended rest if our healing resources are tapped out. And yes, it is harsh, but we're also used to 1st edition when healing wasn't so cheap and PCs were a lot more delicate. As for having a mix of lower/higher level PCs in a party, it works great. It encourages roleplaying. The highest level character gets to take on an elder statesman kind of persona, and they wind up taking on more risk which encourages their demise which facilitates the next guy stepping up to leadership. It's the circle of life. Another houserule we use is for swimming, where total encumbrance divided by ten equals the penalty to athletics checks. Splashing around in a pool with 180 pounds of gear doesn't make sense. Having a nice big penalty puts the teeth back in water as hazardous terrain. |
| #79NovacatMar 31, 2010 8:55:09 | What are the most common house rules for 4th edition? The only house-rule I had became an actual rule in a recent update. |
| #80blacksheepcannibalMar 31, 2010 8:59:32 | I use the feat taxes house rules (expertise in everything @ 5th; paragon/epic defenses at 11th/21st). I use the "All races are V-shaped" rule. At 11th level and again at 12th level a player may opt to either learn 1 additional language or train 1 additional skill. I use either Elite or Wave minions, never both. Frequently Wave minions will re-enter the battlefield until a certain condition is met - an Elite bloodied, a door barred, a leader slain, etc. Elite Minions: These minions get a saving throw when hit, on a successful save they don't die and are instead bloodied. A bloodied minion gets no saving throw, and a critical hit never allows a saving throw. These minions -do- take damage from missed attacks. Wave Minions: These minions die as normal, but at the end of round, an equal number of minions re-enter the battlefield somehow. I use the Obsidian skill challenge system. If you've never check it out, you should google it. I feel it's a cleaner system than the core skill challenge system. Currently, all monsters add 1/2 their level to their damage rolls. This may change. |
| #81da_chickenMar 31, 2010 11:08:31 | Here's an alternate death rule I've been contemplating: When you fail a death save, you lose a healing surge. If you have no healing surges to lose, you die. That's it. No "three fails in a day you die". |
| #82foulspawnMar 31, 2010 11:57:48 | Here's an alternate death rule I've been contemplating: I like that, I'm going to suggest it, but coupled with losing 1 surge per round while unconcious. |
| #83DanTrackerApr 01, 2010 9:45:00 | That's it. No "three fails in a day you die". i was under the impression that each time you get back on your feet the three death saving throws resets. so if you get dropped again during the same encounter or same day that you've got the same three chances to stay alive and the same three rounds for the team to intervene. |
| #84pluisjenApr 01, 2010 10:12:13 | They reset after a rest. Whether this means "Short rest" or "Extended rest" seems to vary between groups. (The rules text only mentions "rest") |
| #85KruskApr 01, 2010 13:04:11 | That's it. No "three fails in a day you die". Not the case. We played that way for a while too... Actually the only quote I can find for you doesn't specify which rest it requires before it resets. I swear I remember seeing it specify, and it probably does so in a random non-related place. PHB I Death and Dieing section- Lower than 10: You slip one step closer to death. If |