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1 year ago  ::  Apr 19, 2012 - 12:09AM #1
Shibbidydoo
Date Joined: May 8, 2011
Posts: 91
Its about a year into us playing 4e and we decided to have a little more fun playing it with our new campaign.  As such, I've tried to expand the options a character can choose from, from feat choices to magic items to browse from.  By reducing the feat tax and item tax, players can have a bit more fun experience by allowing them to be combat effective and still have fun feats (like one PC wants to learn all the languages, and looks to get a buncha linguist feats throughout his career).  To that end, I'm treading waters on the following house rules:

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1: )  All PCs get two bonus feats at 1st level, both of which cannot be retrained at a later date:

    -One expertise feat as defined by a feat providing tier scaling (+1/2/3) bonus to attack rolls within the description of the feat.(Two-handed Weapon expertise, Ki Focus Expertise, Master at arms, etc.)
    -One of the following:  Improved defenses, Superior Fortitude, Superior Will, Superior Reflex.  Prerequisites still required for Superior feats.


2: )  Inherent Bonuses can be turned on (+1 attack/damage at 2nd level and every 5 levels afterwords [7th, 12th, 17th, 22nd, 27th] and +1 to all defenses at 4th level and every 5 levels afterwords [9th, 14th, 19th, 24th, 29th].)  

In addition, you get a [+1d6 per plus on crit] when using an attack through a mundane weapon/implement.

3: )  All ritual casters can master "Enchant Magic Item" for free.   An "Enchant Magic Item" ritual gained in this manner cannot be sold or traded.

4: )  Parcels 1-4 given out as Currency/Gems equivalent to the magic item's cost, to be split and used at the discretion of the party.

Rules 1 and 4 have been implemented and so far have been pretty successful for the party, and Inherent Bonuses have been turned on.  Still thinking on the second part of Rule 2 and if Rule 3 is even necessary considering the paltry cost of the ritual.

Any opinions these rules or opinions of new rules that could help with this silly campaign (i have 2 PCs at aiming at installing magic windows to mess with the little kiddies that happen across our little hovel in Wroat), as well as any ideas that could further help reduce feat/item tax would be appreciated. 

Thanks for the help!
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1 year ago  ::  Apr 19, 2012 - 12:42PM #2
Krusk
Date Joined: Nov 30, 2005
Posts: 4,945

Those look good to me. In fact some of them I generally suggest when asked to play in a 4e game. They really help. 


3 and 4 seem whatever, but not like they would hurt. 

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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1 year ago  ::  Apr 19, 2012 - 10:25PM #3
WhisperMagellan
Date Joined: Jun 8, 2010
Posts: 2,778
Yikes!

Not a fan of the "need" for any expertise feats, and don't allow them. But if you think they're important, then yes, give them to the players for free.
One other you might allow is that PH1 strikers (rangers, rogues, warlocks) automatically have the d6->d8 feat for their bonus damage dice and the action point  re-use bonus dice feat.

The one I like to do is give characters bonus racial feats (can only be retrained for other racial feats) at any level in which they don't gain a feat. They are, after all, becoming the paragons of their race. Oh, one restriction: even if they qualify for multiple races, the bonuses can only be for their actual race (half-elves can only take half-elf specific feats for bonus--they have to use regular feat slots if they want elven or human feats).
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For some reason, none of my friends were surprised by this...
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1 year ago  ::  Apr 20, 2012 - 12:49AM #4
Shibbidydoo
Date Joined: May 8, 2011
Posts: 91
I like the idea of free racial feats, and will consider that.  The reason i feel the "need" for expertise feats is cause my PCs incredibly terrible rolls.  A little bit goes a long way.

I also like the idea of free striker feats.  I think along with that, ill allow free melee training for defenders who dont key off strength and have no form of attack finesse, like battleminds and swordmages.  
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1 year ago  ::  Apr 22, 2012 - 8:55PM #5
WhisperMagellan
Date Joined: Jun 8, 2010
Posts: 2,778
No amount of character design will save your characters from bad dice rolls. I was close to killing 2 PCs and their NPC today, because their dice kept rolling low. A 3 is a 3, even if it was a really cool daily attack.
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Bow down, my subjects, for I am your master! Yesss..... Show


For some reason, none of my friends were surprised by this...
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1 year ago  ::  Apr 23, 2012 - 7:18AM #6
Litmus
Date Joined: May 7, 2011
Posts: 394
I wouldn't give free feats to just Strikers - it's already the most popular role without added incentives and it doesn't address any balance shortcomings.

Whether you like 'feat tax' or not, the game has been balanced reasonably well as it is (and to the extent that it hasn't, the issue is with PCs being too powerful, which extra feats will only make more of an issue).  I don't mind that at some point you have to sink a couple of feats for attack bonuses and NADS.  You still get to choose when to buy the feat, and have options as to how (heavy blade expertise vs. master at arms), plus there are additional bonuses with the newer expertise feats.

I'd caution against giving out loads of free stuff to your PCs in general.  It won't make them like your DMing more. Good DMs make their players earn every little reward through blood, sweat and tears
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1 year ago  ::  Apr 23, 2012 - 8:49PM #7
Neutronium_Dragon
Date Joined: Aug 11, 2006
Posts: 5,812
  #1:

  I would suggest simply granting everyone a flat +1 feat bonus to attacks and F/R/W per tier. It doesn't stack with any of the existing feats, the type-specific feats retain their value from the other things they do (Superior Will still gives an effective +1 Will and the Daze/Stun SoT save; Two Handed Expertise still gives a damage bonus when charging, etc), and it also addresses the issue of many racial powers not scaling properly due to the lack of applicable expertise feats.

  #2:

  This should all or nothing - if you use inherent bonuses, everyone should be using them, and the treasure haul adjusted accordingly. Which brings me to...

  #4:

  If you're using inherent bonuses then remember that parcels 1 and 4 (for a 5-character party) should be removed from the list.

  #3:

  I don't really think that this one is necessary (it's easy enough to get access to it), but it won't make much of a difference. If you end up with an Artificer (or other character that normally does get it for free) in the group then they probably ought to get a different free ritual as compensation, though.
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1 year ago  ::  Apr 24, 2012 - 9:58AM #8
Shibbidydoo
Date Joined: May 8, 2011
Posts: 91
All valid points.  As for the group, its gone well so far with the current rules implementation.  I ended up keeping parcel 4, but removed parcel 1.  And yeah all PCs are using inherent bonuses.

As far as earning things through blood sweat and tears, two of our party members got >   <  close to deaths in our last encounter, which was escorting a hobgoblin diplomat on his way up the dagger river to galethspyre to meet with the PC Patron about negotiations between recent conflicts between Breland and Darguun, and ended up being attacked by the good ol' Emerald Claw, plus a few hired mercenaries.  Party ended up using every heal we had to stay up (3 healing words, 2 inspiring words, a healing strike and a healing potion) and earned their rest and secured negotiations between the two countries.

After everything i decided to not give out free striker feat.  Feats just too good to give for free.  I am considering however adding free melee training to non-str defenders, since its a requirement of their class to be able to punish with OAs, but not too sure on that one as well.

Thanks for all the input fellas, been a buncha help.
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