|
5 years ago ::
Jun 06, 2008 - 11:46PM
#1
|
Date Joined:
Jan 21, 2005
|
Go ahead and post what house rules you're planning on making already. Here's some of mine:
1. Tossing out classes. Since everything is compatible nowadays, you may as well give players the freedom to fully design their class. Choosing as they like between, feats, utility powers, daily powers, etc. from any class they like as long as they meet the level requirements.
2. Going to make some more powers that aren't so combat oriented (Elliestra knows that D&D was too combat-oriented before, and they made it even more combat oriented in 4E.... )
3. Vorpal... you know what? Yea, it's auto-death again. Oh, and whenever used, it will make the sound "snicker-snack".
4. "Mithril" will henceforth be known as 'Fool's Mithril'. True Mithril will drop weight of any armor down to negligible, and increase armor by an additional 10 in addition to giving damage reduction. Oh, and it will be among the most expensive addition you can make to an item -magic enchantments not excluded. Significantly more expensive than a lot of magical enchantments. After all, it has to be mined from on the deepest of mines, crafted by the greatest of the greatest of the dwarves, a single chain shirt of the stuff being enough to buy you an entire kingdom (AKA, mithril will finally be back to how originally described when presented in 'the hobbit'.)
5. Godhood? Yea, it's no longer coming nice and neat for you at 30th level just because you took a feature.You're going to have to get creative and convince the gods to let you join them.
6. You know what? Chaotic Good is back. And to prove the point, the campaign I run will be about the characters trying to stop a Hitler-like regime (whose leader will be lawful evil). Because lawful evil people (like Hitler) have always been ridiculously more evil and destructive than the chaotic evil ones could ever dream of being(like that one psychopath serial killer who only managed to kill around 5+ people... what was his name? Oh yea, Jack the Ripper).
|
|
|
|
5 years ago ::
Jun 07, 2008 - 12:14AM
#2
|
Date Joined:
Dec 13, 2003
|
1) 26 point buy.
2) No restrictions on trained skills. All skills are class skills.
3) No limit on magic item daily powers, except that only one magic item can be used per round. Use the stuff you have.
That's all I have, so far.
What I find most frustrating about 4E is that I can see it includes the D&D game I've always wanted to play, but the game is so lathered in tatical combat rules that I have thus far been unable to coax the game I want out.
When the Cat's a Stray, the Mice will Pray
|
|
|
|
5 years ago ::
Jun 07, 2008 - 12:39AM
#3
|
Date Joined:
Apr 22, 2008
|
1. Tossing out classes. Since everything is compatible nowadays, you may as well give players the freedom to fully design their class. Choosing as they like between, feats, utility powers, daily powers, etc. from any class they like as long as they meet the level requirements. I'm not convinced this is a good idea. I don't think classes are so much designed to be comparable to one another, as being comparable to classes of their particular archetype.
For example, I don't think it's a balanced idea to hand out Striker abilities, like the Curse, Quarry, and Sneak Attack.
|
|
|
|
5 years ago ::
Jun 07, 2008 - 4:15AM
#4
|
- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
|
I'm going to request that this thread be move to House Rules.
-wrecan, you friendly neighborhood forum lead
|
|
|
|
5 years ago ::
Jun 07, 2008 - 7:20AM
#5
|
Date Joined:
Aug 30, 2006
|
If you exceed your movement while jumping you fall prone. This is the stupidest thing I have ever read in a D&D book (not really, but it's in the same ballpark). I will rule that you complete your jump and then stop, but you can't jump just to get extra movement. I mean, do you really think that if you run 5 squares and jump a 2 square pit that you will inexplicably fall right over the middle of the pit because you exceed your movement...please.
|
|
|
|
5 years ago ::
Jun 07, 2008 - 8:19AM
#6
|
Date Joined:
Oct 29, 2007
|
Ooo, where to start...
1: No dragonborn. Well, maybe for the GM as NPC villains, but that is about it. 2: Elardrin? That teleport thing is gone. Have to come up with something to replace it, probably something that still fits the "maigcal creature" motif. 3: Add back a ton of the spells missing from the wizard class, both as powers and as rituals (probably the second most time consuming thing to do). 4: Some kind of wound mechanic, healing to full after 6 hours is not utterly horrid, but it needs some tweaking. If you got knocked to 0 HP, 6 hours of rest should not have you fresh as a daisy.... 5: New classes. Druid for sure, possibly some others, and several Paragon Paths. (this is probably the big time eater to create) 6: Meteor Swarm: The caster can shift any/all target(s) in the area 2 squares. 7: Some kind of feat for the Divine casters to let them turn undead more than once. Seems kinda weak right now. 8: Some kind of secondary skills/background systems to incorporate crafting rules. 9: Possibly changing half elves stat bonuses 10: Increasing the list of rogue weapons usable for sneak attacks and their powers a bit. 11: More divine powers for paladins and priests, even as feats 12: A paladin mount feat 13: A familiar feat for wizards and warlocks 14: Wizards and other casters take casting penalties for wearing metal armor. Probably something that makes the saves easier for targets to make. No wizards in plate mail, even if they DO spend the feats on it... 15: Arcane and Divine source powers all have somatic and verbal components, so restraining hands and gagging them keeps them from casting (nothing in the RAW right now shows they need to have hands/mouth free to cast, which is kinda dumb. And with some players, better to spell out that you can not do something than leave it open ended) 16: Possibly giving fighters one more trained skill.
|
|
|
|
5 years ago ::
Jun 07, 2008 - 9:07AM
#7
|
Date Joined:
Oct 23, 2007
|
If you exceed your movement while jumping you fall prone. This is the stupidest thing I have ever read in a D&D book (not really, but it's in the same ballpark). I will rule that you complete your jump and then stop, but you can't jump just to get extra movement. I mean, do you really think that if you run 5 squares and jump a 2 square pit that you will inexplicably fall right over the middle of the pit because you exceed your movement...please. How bout you make a great leap over the 2 square pit and tumble to a stop on the other side? A character with 5 squares of movement (25ft) should be able to make a running jump (10ft start still?) and still have movement left to land on his feat on the 5th square. If he is exceeding his movement with a run, or would have ended his move in the air above the pit, it's sensible to have him finish the jump but fall prone (tumble to the ground, catch the edge of the pit and pick himself up and over, etc).
|
|
|
|
5 years ago ::
Jun 07, 2008 - 9:10AM
#8
|
Date Joined:
Oct 20, 2005
|
We play solo - with me running 2 (or maybe 3) characters, and the wife GMing. As we want to be able to run prepublished adventures some things we plan to do.
1) Use a different array Ability Scores are : 18 18 17 17 16 14.
And we are going to play (with a 3 member party) 2 levels above default - The characters will be 3rd for a first level encounter/adventure.
We plan on playing things pretty strait besides that.
Other things in mind for the future: 1)Some sort of gestalt - likely applying the Class template from the DMG for the second class. 2)Maybe -multiple paragon paths (one professional, one racial like in the warforged article (depending on if more racial paragon paths are released).
We like all the new races, and the alignment system, so that isn't going to change.
Should the Green Ronin Advanced Players Guide (or whatever they plan to call it) comes out as described, that will be grabbed, and used. Monks!!
|
|
|
|
5 years ago ::
Jun 07, 2008 - 9:40AM
#9
|
Date Joined:
Feb 14, 2003
|
1) no alignments allowed. 2) Meteor Swarm is a Cleric 29 known as "Divine Fire", Astral Storm is a Wizard 29 known as "Starstorm Omega". 3) Blade Cascade gives you a cumulative -2 penalty to hit after each hit, until the end of your turn. 4) An expanded language sub-system so that while communication is possible in common, it's not at all desirable if you can avoid it.
|
|
|
|
5 years ago ::
Jun 07, 2008 - 12:19PM
#10
|
|
|
How bout you make a great leap over the 2 square pit and tumble to a stop on the other side? A character with 5 squares of movement (25ft) should be able to make a running jump (10ft start still?) and still have movement left to land on his feat on the 5th square. If he is exceeding his movement with a run, or would have ended his move in the air above the pit, it's sensible to have him finish the jump but fall prone (tumble to the ground, catch the edge of the pit and pick himself up and over, etc). Well if a person can only move 5 squares in 6 seconds, then it stands to reason that in that 6 seconds he would not be able to move 7 sqs. So what should happen if he attempts to do so (by jumoing over a chasm)?
Well first he can only move 5sq in 6 seconds, that would be 10 sqs in 12 seconds, so to be fair he would have declared a movement that would take 2 rounds to complete. He should be able to make the jump, however his next turn begins with him completing that jump and moving the remaining 2 sqs.
The ruling, as I see it, is to prevent a player from exceeding his movement within a single round. If the player attempted to move beyond his movement within a single round to jump the chasm (say to get through the door on the other side which is closing during this round) then he should not be able to move further then he is able, by rushing such a jump he is literally trying to move further then he is capable of moving and should fail.
But the DM and player should be wise enough to realize the difference between an action that takes several rounds (such as moving across a terain over multiple rounds) and attempting to move beyond your maximum movement within a single round.
|
|
|