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Switch to Forum Live View A List of House Rules/Game Fixes
2 years ago  ::  Jul 25, 2011 - 2:03PM #1
ryuwizard98
Date Joined: Dec 7, 2010
Posts: 378
Here's a list of house rules and/or game fixes that I've been compiling  since I started playing DnD. I'm just curious what the community thinks  of them, and if there are any I should add or change.

"House Rules" Show


Critical Success and Critical Failure
On a skill or ability check, a roll of natural 20 is a critical success  and a roll of natural 1 is a critical failure. On a critical success,  the check automatically succeeds, and you gain a +2 bonus to the next  skill check with that skill. In a skill challenge, add one extra victory  to the tally. On a critical failure, the check automatically fails, and  you take a –2 penalty to the next skill check with that skill. (this  one is optional based on the player’s opinion)

Mechanical Fixes:

Save Ends vs. End of Next Turn
-     Save ends effects last until the end of the inflicting creature’s next  turn, after which the afflicted creature begins to roll saves as normal.  Abilities that grant saves before this point function normally.
                o Essentially all “save ends” effects are now, “[effect] until end of  [caster’s] next turn, aftereffect: [effect] save ends.”
-    When slowed all movement made by a creature, regardless of the movement type or method is reduced to 2  (except teleport)
-    Deafened creatures grant combat advantage in addition to being deafened.

Feat Taxes
-     Avengers, Battleminds, Monks, Charisma based Paladin’s, and Swordmages  all have a new class feature: Skillful Melee, which allows them to use  their primary attribute (wisdom, constitution, dexterity, charisma, and  intelligence respectively) for melee basic attacks.
-    Multiclass power swapping
                o  one power swap feat after the initial multiclass allows the  character to swap out one utility, encounter, and/or daily power
               o  Paragon Multi-class only requires the initial multiclass feat and the one power swap feat
-    The Half-Elf Dilettante power may be used as an At-Will from level 1.
-     Assassin’s Shrouds now transfer to the next closest enemy within  5/10/15 squares of a target that dies with any Shrouds on it.

AC Fixes
-    The Swarm druid class feature also adds proficiency with Chainmail, Primal Swarm is allowed while wearing Chainmail
-    Shaman’s gain proficiency with Chainmail
-    Str/Wis Ranger’s may add their wisdom to AC when in light or no armor (requires 14 starting Wisdom)
-     Con/Cha Warlocks may add the lower of their Con/Cha to their AC when in  leather or lighter armor (requires 14 starting Constitution or  Charisma)

Math Taxes
-    Generic Weapon  Expertise Feats (Weapon Expertise(Axe) for example) and the Improved  Defenses Feat are added to all classes as class features.
-    Versatile Expertise scales at level 11/21 instead of 15/25.
-     There is a new feat, Versatile Focus, which functions identically to  Versatile Expertise, except that it applies a feat bonus to damage rolls  (1/2/3, 1/11/21). This feat has Versatile Expertise as a prerequisite.

Hybrids:
-    Avenger – gains Armor of Faith as a class feature
-    Druid – gets Balance of Nature to ensure beast form and  caster form powers
              o guardian druids get Primal Guardian as a class feature
              o swarm druids get Primal Swarm as a class feature
-    Monk – get Monk Unarmed Strike, and Monk Unarmored Combatant as class features
-    Seeker – Spiritbond Seekers get True Seeker's Bond as a class feature
-    Swordmage - gets Swordmage Warding as a class feature
-    Warden – gets Guardian Might, and Font of Life as class features
-    Warlord – Gains the full Commanding Presence as a class feature

Non-Implement/weapon powers:
-    Attacks which do not use implements or weapons replace the static  attack bonus present on the power with Ability+3/6/9 vs. non-AC defense  or Ability+5/8/11 vs. AC. The damage bonus for such powers, where  normally would be +Ability will be +Ability+2/3/4 instead.

Psionics
-    Powers that are augmented with 4 power points restore 1 power  point if they hit, but only if they do not already restore power points  on a hit.
-    Powers that are augmented with 6 power points restore  2 power points if they hit, but only if they do not already restore  power points on a hit.

Other general fixes
-    There is no limit to the number of daily items used per day, but they are limited to 3 per encounter.
-    All Classes gain training in at least 4 skills from their class skill list at level 1.
-    Paragon Path powers all use the character’s primary attribute.
-     Any power that is an immediate action, free action, or no action, that  inflicts a penalty that would last until the inflictor’s next turn,  instead, lasts until the enemy’s next turn.

Attack Fixes
-    Star Pact Warlocks may use Charisma instead of Constitution for  powers with the a Star Pact rider, including the associated At-Will  Power.
-    Free action attack powers are limited to once per turn per power.
-     Powers that say “Make X attacks,” or “Make the attack X times,” etc.  count as making several separate attacks. Ex: Ranger X is marked by  Creature A, and uses Twin Strike on A, and B as below:
                     [_][A][b][_][_]
                     [_][_][X][_][_]
The  attack on Creature B would violate Creature A’s mark, counting as an  attack that does not include A as a target, even though the power  targeted both of them.
-    Creatures may take damage from a zone only once per turn.

Racial Attributes/Powers
-    Shades gain the Fleeting Shade utility power for free.
-    Humans get the normal +2 to a chosen ability score and a +1 to 2 other ability scores.
-    Wild-Shape Druids
             o  You keep whatever items you have equipped in  Wild-Shape, and are still considered to be equipping them
             o  Druids may use nature instead of bluff when trying to disguise themselves as animals
-    Divine Classes may use Wisdom in place of Intelligence for Religion checks.

My Works Show

My House Rules

Cryptic Commander: a Tiefling Wizard|Warlord - Arcane Wayfarer - Planeshaper that focuses on controlling every creature in an encounter.

Feyknight: A Half-Elf Knight - Gladiator Champion - Marshall of Letherna build that uses Eldritch Strike and the White Lotus Riposte feats to create a decent catch-22 with his mark aura.

Novamancer: a Wizard/Swordmage - Malec-Keth Janissary - Radiant One that specializes in area damage, somewhat item dependent but is capable of massive damage.

the Epic Crit-Fisher: Avenger/Ranger-PMC-Eternal Seeker with a 2,560 damage crit-fishing nova.

Eldritch Slayer: A Slayer - Kulkor - Destined Scion that uses a similar trick to the Knight, combined with Kulkor for some decent DPR.

Polearm Seeker|Fighter: A Seeker|Fighter/Psion - Kensei - Destined Scion build that uses Polearm Momentum to not be super bad.

Generic Runepriest: A generic type Runepriest/Fighter - Hammer of Vengeance - Destined Scion


One does not Show

Sep 20, 2011 -- 12:56PM, Teracide wrote:

Sep 20, 2011 -- 12:39PM, ryuwizard98 wrote:

by RAW, you can't horse into the forge of the dawn titan.





...Couldn't resist.



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2 years ago  ::  Jul 25, 2011 - 2:10PM #2
Crimson_Concerto
Date Joined: Aug 28, 2005
Posts: 9,968
Don't know if you're planning on closing the other thread that you placed accidentally, so I'll post this again here:

Jul 25, 2011 -- 1:47PM, ryuwizard98 wrote:

The Half-Elf Dilettante power may  be used as an At-Will from level 1.


Uh, that was never a feat tax. That feat is ridiculously awesome, yes,  but that doesn't mean that it was a feat tax, and I'd never grant that  benefit to a PC from level 1. Heck, the feat is so powerful that I'd  like to ban it entirely, nerf it significantly, or at least make it an  epic feat. There are a lot of your house rules that I don't agree with,  but this one just seems very exceptionally bad. Half-Elves do not need  this help. If you want to fix Dilettante, then the way to do that would  be to fix how it interacts (or doesn't) with implements.

Attacks  which do not use implements or weapons replace the  static attack bonus  present on the power with Ability+3/6/9 vs. non-AC  defense or  Ability+5/8/11 vs. AC. The damage bonus for such powers,  where normally  would be +Ability will be +Ability+2/3/4 instead.


The damage of these sorts of powers generally already scale. The  Dragonborn's Dragon Breath racial power, for example, simply adds more  damage dice instead of adding static bonuses, but the effect is  practically identical. Further, while most math on accessory-less attack  powers does need some fixing, keep in mind that some of them might have  altered attack bonuses on purpose for balance reasons. For example, the  Drow's Dark-Fire has a built in +2 to hit, and the Thri-Kreen's Thri Kreen Claws has a built in -2 to hit. Altering these would probably underpower Dark-Fire and overpower Thri-Kreen Claws.

The  Shade’s racial power is a minor action (possibly a free  action).


The Shade does suck, yes, but I recommend against trying to fix it in  this particular way. The reality is that the existing Shade racial power  is perfectly fine exactly the way that it is. The race is just missing a  racial encounter power is all. Think of this as being similar to how  the Changeling has both its Changeling Disguise at-will power and its  Changeling Trick encounter power. In this analogy, the Shade's One With  Shadow is like Changeling Disguise. In other words, what you should do  to fix the race would be to leave One with Shadow alone and simply add an encounter power. The simplest way to do this would be to grant them the Fleeting Shade utility power for free.

Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TM

Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask?
"If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB
"If I ever feel like playing a Minotaur I'll know where to look!" - Undrave
"WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm
"Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha

Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further.

Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
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2 years ago  ::  Jul 25, 2011 - 2:14PM #3
ryuwizard98
Date Joined: Dec 7, 2010
Posts: 378
Re: Dilettante
Yeah, that one I wasn't totally sure about, I mainly included it because it's probably my favorite thing in DnD :P Also, because no one I know plays Half-Elves unless we're starting at Paragon.

Re: Static mods/racial powers
Instead of replacing the current ones, would increasing the attack roll bonus work better? (while leaving the damage bonus unchanged)
Edit, this is in reference to how DnD currently is, not to my house rules.

Re: Shade
I like that idea, and will probably change my list to reflect that.
My Works Show

My House Rules

Cryptic Commander: a Tiefling Wizard|Warlord - Arcane Wayfarer - Planeshaper that focuses on controlling every creature in an encounter.

Feyknight: A Half-Elf Knight - Gladiator Champion - Marshall of Letherna build that uses Eldritch Strike and the White Lotus Riposte feats to create a decent catch-22 with his mark aura.

Novamancer: a Wizard/Swordmage - Malec-Keth Janissary - Radiant One that specializes in area damage, somewhat item dependent but is capable of massive damage.

the Epic Crit-Fisher: Avenger/Ranger-PMC-Eternal Seeker with a 2,560 damage crit-fishing nova.

Eldritch Slayer: A Slayer - Kulkor - Destined Scion that uses a similar trick to the Knight, combined with Kulkor for some decent DPR.

Polearm Seeker|Fighter: A Seeker|Fighter/Psion - Kensei - Destined Scion build that uses Polearm Momentum to not be super bad.

Generic Runepriest: A generic type Runepriest/Fighter - Hammer of Vengeance - Destined Scion


One does not Show

Sep 20, 2011 -- 12:56PM, Teracide wrote:

Sep 20, 2011 -- 12:39PM, ryuwizard98 wrote:

by RAW, you can't horse into the forge of the dawn titan.





...Couldn't resist.



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2 years ago  ::  Jul 25, 2011 - 2:34PM #4
Crimson_Concerto
Date Joined: Aug 28, 2005
Posts: 9,968

Jul 25, 2011 -- 2:14PM, ryuwizard98 wrote:

Re: Dilettante
Yeah, that one I wasn't totally sure about, I mainly included it because it's probably my favorite thing in DnD :P Also, because no one I know plays Half-Elves unless we're starting at Paragon.


While I do understand the sentiment that Half-Elves appear a bit lacking at heroic tier, with only Low-Light Vision and Group Diplomacy as tangible racial features, that's just too drastic a way of solving it. It just takes the race over to being overpowered rather to being balanced. If you want to give the race some sort of additional benefit, go small. Try giving them, I don't know, how about the Group Insight feat for free?

Re: Static mods/racial powers
Instead of replacing the current ones, would increasing the attack roll bonus work better? (while leaving the damage bonus unchanged)
Edit, this is in reference to how DnD currently is, not to my house rules.


I'm not totally clear on what you're trying to ask here. Could you try rewording the question?

Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TM

Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask?
"If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB
"If I ever feel like playing a Minotaur I'll know where to look!" - Undrave
"WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm
"Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha

Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further.

Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
Quick Reply
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2 years ago  ::  Jul 25, 2011 - 2:41PM #5
ryuwizard98
Date Joined: Dec 7, 2010
Posts: 378
-    Attacks which do not use implements or weapons replace the  static  attack bonus present on the power with Ability+3/6/9 vs. non-AC  defense  or Ability+5/8/11 vs. AC. The damage bonus for such powers,  where  normally would be +Ability will be +Ability+2/3/4 instead.

would be changed to

-    Attacks which do not use implements or weapons get an additional +1/2/3 bonus to attack rolls.

So Darkfire would be +3/4/5, and Thri-Kreen Claws would be -1/+0/+1 (that one feels awkward)
My Works Show

My House Rules

Cryptic Commander: a Tiefling Wizard|Warlord - Arcane Wayfarer - Planeshaper that focuses on controlling every creature in an encounter.

Feyknight: A Half-Elf Knight - Gladiator Champion - Marshall of Letherna build that uses Eldritch Strike and the White Lotus Riposte feats to create a decent catch-22 with his mark aura.

Novamancer: a Wizard/Swordmage - Malec-Keth Janissary - Radiant One that specializes in area damage, somewhat item dependent but is capable of massive damage.

the Epic Crit-Fisher: Avenger/Ranger-PMC-Eternal Seeker with a 2,560 damage crit-fishing nova.

Eldritch Slayer: A Slayer - Kulkor - Destined Scion that uses a similar trick to the Knight, combined with Kulkor for some decent DPR.

Polearm Seeker|Fighter: A Seeker|Fighter/Psion - Kensei - Destined Scion build that uses Polearm Momentum to not be super bad.

Generic Runepriest: A generic type Runepriest/Fighter - Hammer of Vengeance - Destined Scion


One does not Show

Sep 20, 2011 -- 12:56PM, Teracide wrote:

Sep 20, 2011 -- 12:39PM, ryuwizard98 wrote:

by RAW, you can't horse into the forge of the dawn titan.





...Couldn't resist.



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2 years ago  ::  Jul 25, 2011 - 3:02PM #6
Crimson_Concerto
Date Joined: Aug 28, 2005
Posts: 9,968

Jul 25, 2011 -- 2:41PM, ryuwizard98 wrote:

Attacks which do not use implements or weapons get an additional +1/2/3 bonus to attack rolls.


But some accessory-less powers already take the expertise fix into account, so a blanket statement like that cannot be made. That should apply to the Dragonborn power, for example, but the Thri-Kreen power is already fine as it is.

You can generally tell which powers take the expertise fix into account already by how much they scale per level. If they go up by three per level, they they take it into account already. If they only go up by two per level, then they probably don't.

Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TM

Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask?
"If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB
"If I ever feel like playing a Minotaur I'll know where to look!" - Undrave
"WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm
"Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha

Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further.

Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
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2 years ago  ::  Jul 25, 2011 - 5:00PM #7
ryuwizard98
Date Joined: Dec 7, 2010
Posts: 378
Some powers like that don't take into account enhancement bonuses, or at least not well enough. Maybe just a generic non-scaling +1? Or I would just have to go through all the racial powers, and others like them, and do them individually. that sounds unpleasant.
My Works Show

My House Rules

Cryptic Commander: a Tiefling Wizard|Warlord - Arcane Wayfarer - Planeshaper that focuses on controlling every creature in an encounter.

Feyknight: A Half-Elf Knight - Gladiator Champion - Marshall of Letherna build that uses Eldritch Strike and the White Lotus Riposte feats to create a decent catch-22 with his mark aura.

Novamancer: a Wizard/Swordmage - Malec-Keth Janissary - Radiant One that specializes in area damage, somewhat item dependent but is capable of massive damage.

the Epic Crit-Fisher: Avenger/Ranger-PMC-Eternal Seeker with a 2,560 damage crit-fishing nova.

Eldritch Slayer: A Slayer - Kulkor - Destined Scion that uses a similar trick to the Knight, combined with Kulkor for some decent DPR.

Polearm Seeker|Fighter: A Seeker|Fighter/Psion - Kensei - Destined Scion build that uses Polearm Momentum to not be super bad.

Generic Runepriest: A generic type Runepriest/Fighter - Hammer of Vengeance - Destined Scion


One does not Show

Sep 20, 2011 -- 12:56PM, Teracide wrote:

Sep 20, 2011 -- 12:39PM, ryuwizard98 wrote:

by RAW, you can't horse into the forge of the dawn titan.





...Couldn't resist.



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2 years ago  ::  Jul 26, 2011 - 7:50PM #8
chaosfang
Date Joined: May 1, 2009
Posts: 4,881
I'm thinking "why not look at the Character Companions for inspiration?"

  • Simplify the chance to hit to 4 + level + specific modifiers (such as combat advantage, weapon proficiency or certain class features)
  • Remove the expertise accuracy bonuses as well as most existing accuracy modifiers (including enhancement bonus to accuracy), and instead have them take other effects (for instance, Light Blade Expertise would still do fine with the situational bonus to damage, but it's no longer an uber must have, as it wouldn't add to accuracy at all)

So the question then would  be, "what would happen if the primary stat is decoupled from attack rolls?"  Well:
  • It would still affect the damage of your powers
  • Your class' main skill would still be affected by it
  • Class features that key off your primary stat would still work as is

 This would maintain your character's accuracy -- and thus, usefulness in combat -- while keeping your primary stat significant enough, without straightjacketing you roleplaying-wise.

What about defenses?  I'm thinking that removing enhancement bonuses and changing the formula from 10 + stat + level/2 to 10 + stat + level ought to remove the need to take Improved Defenses.  If this is the case, I'd put Superior Fort/Ref/Will and equivalent down to +1/tier at best, rather than 1 + 1/tier.

So what would enhancement bonuses be good for, if you decouple it from defenses *and* attacks?  I'm thinking that it's still good for
  • crit dice
  • damage
  • certain item features

But otherwise it'd be less game-defining than it currently is. 
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2 years ago  ::  Jul 26, 2011 - 8:13PM #9
Krusk
Date Joined: Nov 30, 2005
Posts: 4,927
What Krusk Thinks

Crit success and failure- Not a good start. I'm sure everyone else will beat you up on this, so I won't.

No limit on item dailies. I like this one a lot and use it mtyself.


The rest look like minor changes I would forget about and ignore unless you (The DM) Brought them up, or changes to base classes that are probably for the best.


Overall I'd probably play in a game with these rules. I'd ask for an exception to the crit fumble/success rules both. I don't like auto success as much, if not more than auto fail.

5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas.
http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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2 years ago  ::  Jul 26, 2011 - 9:04PM #10
stargazer_dragon
Date Joined: Mar 23, 2010
Posts: 1,607
if a 1 won't fail then why even have a role? just like if a 20 won't succeade why even roll. if there is a roll a 1 should always fail and a 20 should always succeade if this is undesirable for the roll then simply rule it is to easy or hard to roll for
An' ye harm none, do what ye will
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