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Switch to Forum Live View What are your house rules?
4 years ago  ::  Oct 06, 2009 - 10:18PM #41
Salla
Date Joined: Apr 3, 2003
Posts: 23,557

Still really building them, as I get more experience ...


1. Elites automatically save against any 'save ends' effect on a (natural) 19 or 20.  Solos automatically save against any save ends effect on a (natural) 16 to 20.  This is my nerf for Orblocking wizards.


2. The 'give it brutal or make it more brutal' ability of the Battle Engineer (Artificer PP) does not stack with itself.


3. The 'natural 1 auto-miss' rule does not apply.  If you're facing something you can hit that easily, you deserve to hit it.  Some things, you just can't screw up.  The 'natural 20 auto-hit' rule does not apply.  if you're facing something that much more powerful thank you, you shouldn't be.


4. PCs get a +1 to attack rolls, damage rolls, defenses, and +1d6 damage to critical hits at level 1, increasing by 1 at 6, 11, 16, 21, and 26.  Magic items are rarer in 'the field', but they can make whatever they want.  This counts as an enhancement bonus and does not stack with any magic items found or created.


5. Bloodclaw and Reckless only apply to the weapon that their power is on, and can only be used once per turn.

Another day, another three or four entries to my Ignore List.
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4 years ago  ::  Oct 07, 2009 - 2:58PM #42
MicroPizza71
Date Joined: Mar 5, 2007
Posts: 22

 


I actually use alot of the houserules in this thread already. The only houserule I have that I haven't seen stated yet is:


Players begin at level 1 with 2 At-Wills, 2 Encounter, and 2 Daily Powers. At second level they gain 2 Utility powers. Players can have up to two powers of any level but their highest.


Eg. You can't be level 3 and retrain one of your level 1 encounter powers to a level 3 in order to have 2 level 3 Encounter Powers. One Encounter power will be level 3, two will be level 1.


My reasoning behind this houserule was my players were always disillusioned with how few powers they had at lower levels. It had grown to the point that it was negatively affecting their interest in playing. Which for alot of reasons I found funny, since there were no Powers in 3.5E, which they're used to.


So I decided to just give them extra powers at first level, to add a bit more options into the game. So far they've loved it throughout Heroic Tier, and it's allowed me to put more challenging encounters in the game to make up for their increased amount of damaging Encounter and Daily powers.


I haven't really seen any balance issues yet, but I also haven't seen this houserules impact on Paragon or Epic Tiers. Hopefully even in those Tiers having 3 extra powers won't upset too much, considering I can just alter the monsters to be more interesting/challenging to counter the PC's increased versatility.


 


 

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4 years ago  ::  Oct 07, 2009 - 3:05PM #43
Samrin
  • Dragon Slayer
Date Joined: Jan 29, 2005
Posts: 6,882

Oct 6, 2009 -- 2:20PM, x3nth10n wrote:

.


9- Mighty challenge also adds to DC




Mighty Challenge adds to DC anyway. It's DS that it doesn't apply to RAW

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4 years ago  ::  Oct 07, 2009 - 3:35PM #44
PBN
Date Joined: Jun 10, 2009
Posts: 6,721

Here's a new one I'm planning to add for one particular game (it's being run to playtest a class)


rule: "Balance call" - since the purpose of the campaign is to test the balance of a class, any player, at any time, can make a "Balance call" against a character.  At that point - all play will stop, and the player is allowed to give the reasons that he feels the particular character is not balanced (underpowered/overpowered).  The person running that character is then allowed to respond with his defense.  At that point, all players will vote (tie being resolved by DM), if the vote returns positive (unbalanced), the character is to be retrained immediately to resolve the issues.  Play then commences where it left off.  A person may NOT place a "Balance Call" on his own character.

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4 years ago  ::  Oct 07, 2009 - 5:42PM #45
Mercaius
Date Joined: Nov 14, 2008
Posts: 181

I think the only major house rule I've prescribed to so far is allowing History checks to supplement other knowledge checks on most humanoid monsters. I wanted to give the skill more utility - and think it's as fair to expect knowledge of racial history to inform you about a hobgoblin's specific fighting style as any understanding of nature.

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4 years ago  ::  Oct 07, 2009 - 9:32PM #46
BroiledVictory
Date Joined: Oct 4, 2009
Posts: 8

1) Critical miss (Roll a one)


2)I have Craft/Profession skills in my 4e game.

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4 years ago  ::  Oct 08, 2009 - 6:50AM #47
Salamandyr2000
Date Joined: Aug 29, 2008
Posts: 696

Something I've noticed...there seems to be a lot of people doing their best to nerf orbizards.  Here's the thing though...this isn't an accidental build.  You have to build directly to it, go for a Cunning Weapon etc.  It's not even possible pre-paragon.  So can't you just head somebody off at the pass?  Wouldn't it be easier just to not make cunning swords available in your game?  Or just ask the player if he really wants to play an orb wizard?

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4 years ago  ::  Oct 08, 2009 - 10:02AM #48
Caeric
Date Joined: Jun 16, 2007
Posts: 1,707

Let's see if I can remember them:


1. I was considering folding the Expertise and Defences feats into character levelling. They are feats that sort of muck up the fun of character options, since they are so superb that people very often lean towards getting them. I make it so they pick interesting feats and focus on their uniqueness, not their optimization.


2. I'm thinking that one scores an automatic miss on a natural 1, in Heroic tier. In Paragon, you have to confirm the automatic miss with another d20 roll, and only confirming on a natural 1. At Epic tier, you need to confirm twice. I feel this is appropriate because I don't think Demigods, Avatars, and Eternal types are going to utterly miss like buffoons one twentieth of the time. One in eight thousand sounds about right to me for Demigods and Avatars and the like. Haven't implemented the idea yet -- I'll see who likes it, though.


3. I liked the idea of a disarmed status (must take a minor action to end it), so I might include that as an attack one can make (with an Improved Disarm feat).


4. I concocted rules for sundering that seem fair enough. All sunderable items have a Break Value. When you hit them (automatic if they're on their own, but they have the defences of the person holding them when held), you must do damage equal to their Break Value, or BV, to break them. Breaking a magic item reduces it to residuum of a cost equal to the item. The BV is actually kinda steep, being as much as 25 at 5th level, and 50 at 10th. Level times five, or just 5 for mundane stuff. I actually haven't implemented this either, and I'm going to ask before daring to.


5. Trip rules for 4th Edition. Like bull rush, except it's Dexterity or Strength versus AC. All you do is knock 'em prone. It's not great, but it's simply an option. It can be done at any range that you can hit with your weapon, though. You could use a magic missile or an arrow to trip, for example. Again, not implemented yet. I don't think these rules will prove problematic at all, though.


6. I tend to reward people with Action Points when I feel they need some sort of reward. For example, in a pirate-y game I would reward pirate-y behaviour with action points. Within reason, though -- no PvP. Call me a softy.


 


Those are all I can think of at the moment. I usually don't houserule much stuff, but that may change after a few rules explorations. I find that 4th Edition leaves it up to the individual to breathe life into it, rather than being built with a specific kind of life for some to enjoy and some not to. So houserules seem like they were meant to be implemented.

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4 years ago  ::  Oct 08, 2009 - 11:48AM #49
Qube
Date Joined: Nov 1, 2002
Posts: 4,315

I use a different alignment system.. mine is based on Mtg. There are 5 alignments:

  • white: rightious and good but also fanatic
  • green: zen, but also without mercy
  • red: free, but also anarchaic and violent
  • black: always looking out for number one; but knowing that allies = more surval chances
  • blue: smart, but also without moral limitation

I find it much more versitile then: you're either good or evil.


 


edit: oh, and the expertise thing (I think its just painfull for people who use weapon/implement, or for racial powers ...). Basically: I give the expertise as quest reward, when I see fit ...

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4 years ago  ::  Oct 08, 2009 - 12:36PM #50
Dragonsblood
Date Joined: Jun 2, 2005
Posts: 925

Oct 8, 2009 -- 10:02AM, Caeric wrote:


2. I'm thinking that one scores an automatic miss on a natural 1, in Heroic tier. In Paragon, you have to confirm the automatic miss with another d20 roll, and only confirming on a natural 1. At Epic tier, you need to confirm twice. I feel this is appropriate because I don't think Demigods, Avatars, and Eternal types are going to utterly miss like buffoons one twentieth of the time. One in eight thousand sounds about right to me for Demigods and Avatars and the like. Haven't implemented the idea yet -- I'll see who likes it, though.




It's never going to be a factor. Anything you should be fighting you'd miss on a 1 anyway. Anything you're way too strong to fight, you don't need an actual combat, or dice for.

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