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7 months ago ::
Dec 11, 2012 - 7:35AM
#71
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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.
I'm going to make a possibly controversial statement here:
If you are playing any version of D&D 100% RAW, and I mean EXACTLY by the rules, no house rules whatsoever, not one dice-fudge or hand-wave, then you are playing it wrong.
The best rule you can use is from page 1 of the original DMG; use the rules you want.
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7 months ago ::
Dec 11, 2012 - 7:56AM
#72
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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.
I'm going to make a possibly controversial statement here:
If you are playing any version of D&D 100% RAW, and I mean EXACTLY by the rules, no house rules whatsoever, not one dice-fudge or hand-wave, then you are playing it wrong.
The best rule you can use is from page 1 of the original DMG; use the rules you want.
Yeah, the question goes specifically to 4E, because IME it works fine out of the box with little or no house rules. It was kind of inherent on previous editions that many things would be house ruled, and several rules where presented as optional.
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7 months ago ::
Dec 11, 2012 - 11:49AM
#73
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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.
I'm going to make a possibly controversial statement here:
If you are playing any version of D&D 100% RAW, and I mean EXACTLY by the rules, no house rules whatsoever, not one dice-fudge or hand-wave, then you are playing it wrong.
The best rule you can use is from page 1 of the original DMG; use the rules you want.
Yeah, the question goes specifically to 4E, because IME it works fine out of the box with little or no house rules. It was kind of inherent on previous editions that many things would be house ruled, and several rules where presented as optional.
This is true to some degree. I feel I don't need to many housrules fixing things. But 4e feels pretty bare bones compared to previous editions. I've caught myself trying to add more complex things into the system.
Come to 4ENCLAVE for a fan based 4th Edition Community. “The oldest and strongest emotion of mankind is fear.” - H. P. Lovecraft Games I Play: - D&D 4e - D&D 3.0 (Not 3.5) - AD&D 2e - Call of Cthulhu
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7 months ago ::
Dec 11, 2012 - 11:57AM
#74
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3. No raise dead. If you die, you are dead. If the group is really hankering to get someone back from the dead, I'll let them go on a long, awesome quest for it, like in Chrono Trigger.
That sounds good, that´s like the way we have being handling it so far.
I like to play with the idea that bringing some one from the dead is extremely rare, and might cause odd consequences, like personality deviations, strange behaviours and such to a point one might think is it really worth it? to bring some one from the dead. This would happen acording to the procedure choosen, for example some weird shadow ritual would work like the one used in Khal Drogo in Game of Thrones, or Frankenstein's bride, pet cemetery, stuff like that. Maybe a true godly intervention would restore life without weird side effects, but it´s more like what makes sense to the story.
Reminds me of Pet Sematary by Stephen King.
Come to 4ENCLAVE for a fan based 4th Edition Community. “The oldest and strongest emotion of mankind is fear.” - H. P. Lovecraft Games I Play: - D&D 4e - D&D 3.0 (Not 3.5) - AD&D 2e - Call of Cthulhu
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7 months ago ::
Dec 11, 2012 - 1:10PM
#75
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Date Joined:
Jun 13, 2010
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3. No raise dead. If you die, you are dead. If the group is really hankering to get someone back from the dead, I'll let them go on a long, awesome quest for it, like in Chrono Trigger.
That sounds good, that´s like the way we have being handling it so far.
I like to play with the idea that bringing some one from the dead is extremely rare, and might cause odd consequences, like personality deviations, strange behaviours and such to a point one might think is it really worth it? to bring some one from the dead. This would happen acording to the procedure choosen, for example some weird shadow ritual would work like the one used in Khal Drogo in Game of Thrones, or Frankenstein's bride, pet cemetery, stuff like that. Maybe a true godly intervention would restore life without weird side effects, but it´s more like what makes sense to the story.
Reminds me of Pet Sematary by Stephen King.
Yeah, I miss-spelled it there. =)
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7 months ago ::
Dec 11, 2012 - 2:54PM
#76
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3. No raise dead. If you die, you are dead. If the group is really hankering to get someone back from the dead, I'll let them go on a long, awesome quest for it, like in Chrono Trigger.
That sounds good, that´s like the way we have being handling it so far.
I like to play with the idea that bringing some one from the dead is extremely rare, and might cause odd consequences, like personality deviations, strange behaviours and such to a point one might think is it really worth it? to bring some one from the dead. This would happen acording to the procedure choosen, for example some weird shadow ritual would work like the one used in Khal Drogo in Game of Thrones, or Frankenstein's bride, pet cemetery, stuff like that. Maybe a true godly intervention would restore life without weird side effects, but it´s more like what makes sense to the story.
I think this kind of thing is great RP, and quite fun, but is it really something that needs rules? I mean I'd be happy enough with some sort of 'quirks and traits' sort of thing (there are a bizillion of them around already) that you can use for ideas (if you want to roll dice, please do so by all means), but why make it seem obligatory. A lot of groups are really perfectly good with trivial death.
That is not dead which may eternal lie
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7 months ago ::
Dec 11, 2012 - 3:00PM
#77
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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.
I've never used any house rules per-se in 4e. You can simply play anything that is in CB and it all works like the book says.
OTOH I think you'd find that HOW the rules get used may vary a lot from what I've seen in other games. Usually when PCs take feats and powers for instance there's a good story reason why they end up with what they get. There's no rule about this, but it just works that way. For instance one of the players decided that it would be GREAT if the party took all took a tribal feat (The one that adds to everyone's HS value), so voila when they ran into an orc shaman he 'blessed' them (with a big huge fight that knocked most of them out cold, lol) and the spirit of the fire mountain made them tougher. They also hit 8th level and consequently took the feat.
Things are always like that in my games. PCs acquire or make items, get boons, etc in odd ways. Encounters are often quite an extrapolation from what you would imagine 4e design is about, etc. Many times the story implications and narrative needs of the situation mean that things work in ways that don't necessarily match with specific mechanics.
Exactly, this is key, HOW the rules get used, makes a huge difference imo. That´s how I envision it in my groups, everything, every feat, every boon or MI acquired must be a consequence of a story element, not the other way around. Sometimes one player picks a feat just for the mechanical benefit, but I try to work as much as I can with him to make it work within the character's concept. That's the fun part to me. And the simple idea that some feats acquired in game simply require some kind of ritual or training are great for adding interesting story hooks.
I love your story about the tribal feats. Recently, a dragonborn paladin in our group have to face a red dragon as part of a ritual to gain his improved dragon breath... We tie the dragonborn origin and appearance with his breath type in our campaign. The player would have just picked it up from the PHB and added it in his record sheet, but it was much more interesting the way we did. I don't do it for every feat each character acquires, but sometimes it´s pretty neat, and creates endless missions, small adventures, that can be an end on itself, or became a hook to a bigger adventure. Sometimes it can be considered rewards acording to something a character did during the adventure. My players seem to like this method a lot, instead simply picking from the book when you level.
Right. I have to admit I'm far from clever enough to work in every feat or item like this of course, but at least some of them get worked in and that adds hugely to character development. I think if I were rewriting 4e I'd break down things into more of one bigger pool, like make items and feats all a sort of "boon" type of mechanic where you basically get them on a schedule, but it is all story-oriented. It relieves a lot of design constraints for one thing. Honestly I sort of think that when people are designing an RPG they tend to imagine that everything will get used that way. 4e really doesn't present its options in a way that encourages that.
That is not dead which may eternal lie
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7 months ago ::
Dec 11, 2012 - 3:04PM
#78
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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.
I'm going to make a possibly controversial statement here:
If you are playing any version of D&D 100% RAW, and I mean EXACTLY by the rules, no house rules whatsoever, not one dice-fudge or hand-wave, then you are playing it wrong.
The best rule you can use is from page 1 of the original DMG; use the rules you want.
Yeah, the question goes specifically to 4E, because IME it works fine out of the box with little or no house rules. It was kind of inherent on previous editions that many things would be house ruled, and several rules where presented as optional.
This is true to some degree. I feel I don't need to many housrules fixing things. But 4e feels pretty bare bones compared to previous editions. I've caught myself trying to add more complex things into the system.
It isn't bare bones in terms of having enough stuff. It is just easy to see it all as very mechanical and pigeon-holed. At the same time once you just stop worrying about playing like it is presented then it seems to me its a very rich system. The players have to play along with that though. I admit I have good players, a few now and then are newbies but there's a good proportion of good old reliables that like to RP and fool around with games. It may not work so well for those players that feel like they need to go 'by the book' for things like flavor.
That is not dead which may eternal lie
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7 months ago ::
Dec 11, 2012 - 7:33PM
#79
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Date Joined:
May 17, 2009
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Oh, another thing I've found myself doing sometimes. I'll put in what I call "retroactive skill challenges". This is where if the party spends a significant chunk of time on some RP, and more than one or two skills end up getting rolled, even if I hadn't planned for it, later I'll give them XP as though it had been a planned skill challenge.
Seriously, though, you should check out the PbP Haven. You might also like Real Adventures, IF you're cool. | Knights of W.T.F.- Silver Spur Winner | | 4enclave, a place where 4e fans can talk 4e in peace.
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