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7 months ago ::
Nov 28, 2012 - 1:55PM
#1
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Date Joined:
Jun 13, 2010
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After This years playing 4E do you play 100% RAW? you discovered some house rules, or subtle modifications that you think suit your game style better? I was reading comments on Inherent bonuses and Rituals in the other thread and I got curious to know what major or minor tunning other people have made to D&D along the way. If you can explain why you did it and the result in you group it would be great.
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7 months ago ::
Nov 28, 2012 - 2:06PM
#2
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Date Joined:
Jun 19, 2004
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Inherent bonuses and Rituals are 100% within the RAW, however I do run with several houserules in my game. I actually play with a custom set of races / 3 new classes / different meanings for "Primal/Divine/Martial" as well as some other stuff. Basically what I've found over ther years is to be upfront with changes you make, try to have a good idea of what it will mean for player balance and then just hold on and have fun.
Currently working on making a Dex based defender. Check it out hereSpoiler:
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Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
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7 months ago ::
Nov 28, 2012 - 2:07PM
#3
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Date Joined:
Feb 17, 2010
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I play pretty much Raw, the only house rules I have are a free feat (Heroic Bonus: +1/+2/+3 feat bonus to attacks and non AC defenses) and giving backgrounds a little more clout (backgrounds either give you training in another skill of your choice or give you a +3 bonus to a skill you already have trained). I also generally don't allow psionics in my game and neccesitate the use of hard to find items in rituals like raise dead. Aside from that most of my house rulings are fairly situational things, like if I want to change up the flying rules to fit a specific encounter better or something.
Also of course some changed world fluff but I don't consider most of Fluff RAW anyway, the expectation is that that stuff gets changed.
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7 months ago ::
Nov 28, 2012 - 2:28PM
#4
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Date Joined:
Nov 30, 2010
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Free expertise feat at level 1, free superior defenses at level 7. No ravenant or monster races.
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7 months ago ::
Nov 28, 2012 - 3:45PM
#5
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Date Joined:
Oct 24, 2001
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After This years playing 4E do you play 100% RAW?
For the most part, I play by RAW in terms of rules as written with one major exception: I do not use experience points for anything other than encounter design.
But I have added some table rules along the way.
- To add a bit of comic book level heroism to the game, each player is given a chit each session to which s/he can add ten to any one die roll. My players use it at times to ensure a hit, to increase damage on an area-effect power, or reserve it for that guaranteed save.
- I allow PCs to use more than one action point in an encounter, but not more than one in a round.
- All rule disputes are handled by simple majority vote at the table, and then researched later.
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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7 months ago ::
Nov 28, 2012 - 4:54PM
#6
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Date Joined:
Sep 18, 2012
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Mostly raw, but I have a few alterations. Like pretty much everybody.
1. Generally, I don't allow Essentials material. There are just too many books to keep track of and I'd rather not have to double check a dozen books to make sure a character is legit. Though I keep the option open that if the player can give me a reasonable argument for why I should allow something, I will allow it on a case by case basis. So far, nobody's felt the need to bother. 2. Since the campaign I'm running right now is in a setting that lacks all the races in D&D, I use homebrew races. Not that they're anything special.
Since the campaign is getting higher level, though, I've started to consider a few alterations, such as: -Free Expertise feat for everybody. -'Choose your own' backgrounds (basically, pick any two skills related to the character's bio, get +2 to each.) -I've also started to consider the inherent bonus system. Since looting doesn't fit the tone of the campaign at all, it's becoming a very appealing option.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
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7 months ago ::
Nov 28, 2012 - 6:10PM
#7
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Date Joined:
Aug 19, 2007
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I tend to throw out free feats (or even an extra power) every couple of levels or when something in the story warrants it - generally the feats are something story-appropriate but usually not in any way related to the character's primary combat schtick, while extra powers tend to be racial or skill powers, or something similarly interesting but not particularly powerful... For example, a character could earn the Linguist feat through roleplaying the effort to learn the new languages or a character with the Wizard's Apprentice or Order Adept theme could learn a cantrip or two if they wanted to...
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I am the Magic Man. (Pay no attention to the man behind the curtain.)
I am the Lawnmower Man. (I AM GOD HERE!)
I am the Skull God. (Koo Koo Ka Choo)
There are reasons they call me Mad...
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7 months ago ::
Nov 28, 2012 - 7:04PM
#8
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i have a blog with a lot of my ideas. this thread is interesting to me bc recent posts have coincidentally dealt with inherent bonuses and ritual use. i like to incorporate a lot of classic edition flavor and mechanics into 4e. regarding inherent bonuses frothsof4e.blogspot.com/2012/11/in-searc...this is about encouraging ritual use frothsof4e.blogspot.com/2012/11/encourag...
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7 months ago ::
Nov 28, 2012 - 9:22PM
#9
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I try to keep any modifications on the DM's side of the screen. Mostly it's changes to the encounter design guidelines, traps, and monster math. So it sort of straddles home-brewing & house rules.
On the player's side, I also give out an Expertise feat for free. Also, I tend to make improvised actions slightly more potent than you'd expect from DMG page 42 alone.
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7 months ago ::
Nov 28, 2012 - 10:45PM
#10
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Lessee here now ... 1. Inherent Bonuses in place. 2. PCs who can use rituals can use up to their level in ritual levels per day at no cost/no components -- variable cost rituals (specifically Enchant Magic Item) are exempt from this. (e.g. A level 5 character can use 5 levels worth of rituals per day; a 3 and a 2, 5 1s, any combination). 2a. Enchanting magic items takes some effort. If you wanna make something, expect some kind of quest to find cool stuff to make it with. 3. The only power sources are Martial, Arcane, and Psionic. 4. No tracking of ammo, food, money, or other minutia unless it becomes a plot point of some sort, at which point I will tell you in no uncertain terms that you need to start tracking. 5. There is no way to return from the dead. When you're dead, you're gone, history, finito, yesterday's mashed potatoes. 5a. PCs only die when their HP reach their negative bloodied value. When your HP reach zero, you're 'down'; still fully conscious, but unable to take actions. When you fail three 'death saves', you're 'out'; completely unconscious, and unable to be healed during the combat.
Another day, another three or four entries to my Ignore List.
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