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Switch to Forum Live View Your 'Favorite' and 'Least Favorite' Thing about 4e
1 year ago  ::  Apr 27, 2012 - 9:13PM #41
PGaither84
Date Joined: Apr 16, 2011
Posts: 61

Apr 27, 2012 -- 11:31AM, Salla wrote:



Inherent Bonuses aren't a particularly heavy houserule (and they aren't even a houserule anymore, since they have official support).




Plase, tell me more. I am a 4e beginner. The more resources the better. Thanks!

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1 year ago  ::  Apr 27, 2012 - 9:24PM #42
Salla
Date Joined: Apr 3, 2003
Posts: 23,524

Apr 27, 2012 -- 9:13PM, PGaither84 wrote:

Apr 27, 2012 -- 11:31AM, Salla wrote:



Inherent Bonuses aren't a particularly heavy houserule (and they aren't even a houserule anymore, since they have official support).




Plase, tell me more. I am a 4e beginner. The more resources the better. Thanks!




They were first introduced in the DMG2, and expanded in the Dark Sun book.  Short version; at level 2, all characters get a +1 enhancement bonus to attack rolls, and a +1d6 critical bonus; these go up by +1 and +1d6 every 5 levels.  At level 7, all characters get a +1 enhancement bonus to all four defenses.  Since these are enhancement bonuses, they won't stack with any magic items the PCs do find.

Another day, another three or four entries to my Ignore List.
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1 year ago  ::  Apr 27, 2012 - 9:52PM #43
PGaither84
Date Joined: Apr 16, 2011
Posts: 61

Apr 27, 2012 -- 9:24PM, Salla wrote:



They were first introduced in the DMG2, and expanded in the Dark Sun book.  Short version; at level 2, all characters get a +1 enhancement bonus to attack rolls, and a +1d6 critical bonus; these go up by +1 and +1d6 every 5 levels.  At level 7, all characters get a +1 enhancement bonus to all four defenses.  Since these are enhancement bonuses, they won't stack with any magic items the PCs do find.




Thanks. Where do I find that in the DMG2? I have all the 4e material, but there is a lot to sift through.

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1 year ago  ::  Apr 28, 2012 - 3:57AM #44
Seeker95
  • Reasonably Disagreeable
Date Joined: Oct 24, 2001
Posts: 9,933

Apr 27, 2012 -- 9:52PM, PGaither84 wrote:

Thanks. Where do I find that in the DMG2? I have all the 4e material, but there is a lot to sift through.


Page 138-139.

Here are the PHB essentia, in my opinion:
  • Three Basic Rules (p 11)
  • Power Types and Usage (p 54)
  • Skills (p178-179)
  • Feats (p 192)
  • Rest and Recovery (p 263)
  • All of Chapter 9 [Combat] (p 264-295)

A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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1 year ago  ::  Apr 28, 2012 - 7:07AM #45
PGaither84
Date Joined: Apr 16, 2011
Posts: 61

Apr 28, 2012 -- 3:57AM, Seeker95 wrote:

Apr 27, 2012 -- 9:52PM, PGaither84 wrote:

Thanks. Where do I find that in the DMG2? I have all the 4e material, but there is a lot to sift through.


Page 138-139.




Thank you so very much!

As I said, I have a pile of book and files on my PC and that is a LOT of information I have been reading in my free time... but that is a part I had not gotten to yet.

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1 year ago  ::  Apr 29, 2012 - 7:54AM #46
Quixotic_Avatar
Date Joined: Feb 11, 2005
Posts: 11

Apr 27, 2012 -- 8:14PM, Istaran wrote:

Apr 27, 2012 -- 7:44AM, Quixotic_Avatar wrote:

- the way player damage becomes increasingly average as they level up; 1D12 is flat distribution, 1/12 to max damage; 3D12 is bell curve, 1/1728 to max damage; 10D12 is a ridiculously steep bell curve that just makes us count to 65 over and over and makes max damage achievable only with a critical hit




Curious: have you tried (or would your group be interested in trying) multiplying up the x[W] instead of rolling a fistful of dice? For example, rolling a 7[W] power means rolling your [W] die (still using two six siders for a 2d6 weapon) and multiplying by 7 before adding the static mods. This would keep hits wildly swinging at the later levels, though not totally (as the statics grow significantly). Crits still have their bonus dice to keep them above a max roll. I dunno if you really want a 10d12 attack to swing 100 pts in damage in practice at the table, but it kinda sounds like you do. (And really is it that much different than a level 1 at-will swinging 10 points against a level 1 monster?)

Seems like a perfectly reasonable house rule for a group that prefers the swinginess. 


Thanks for the suggestion Istaran, I might try it if I run a one-off adventure with the group again. In our regular campaign (where another guy is the DM) we're pretty much running RAW.

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