Magic Item Uses & Rogue House Rules

Post/Author/DateTimePost
#1

Talcoram_Cyndar

Jan 26, 2009 11:35:02
I will begin DMing my first 4e campaign in a few weeks and have been considering a few house rules. I would appreciate any constructive criticism. Please, don't just tell me the idea is bad, tell my why you think it is a bad idea. Also some background on our group, most of us are in our 30's and I think are mature enough to not abuse these proposed rules. I guess that what I am really looking for are glaring/obvious faults that I might have missed.

1- Magic Item Daily Power use limits: I have a real problem with limiting the number of daily item uses that a character can use. I know you get an additional use at each milestone, but I still don't like it.

I would simply do away with this restriction. A daily power is a daily power, useable once per day until you take an exrended rest. As DM I can deal with any potential 'going nova' abuses by simply controlling what items the party gets. Good idea? Bad Idea? Why/why not?


2- Rogue Weapon Profiencies: I would add the Rapier and Crossbow to the Rogue's list of weapon profiencies. I don't understand why they wern't included in the first place. I have heard the arguments that the feats needed to take these weapons balances out the extra damage they allow, but would it really be broken if they were allowed in the first place?

Thanks for your honest and constructive criticism...
-TC