Results for tag: Rules
Posted by: Qube on Apr 2, 2011 at 09:29:02 AM
As follow up on the knack article, as part of the guide to disreality, here is a list of possible knacks. Sorry for the delay
Posted by: Qube on Oct 13, 2010 at 11:39:09 PM
There's been a lot of talk about skills related less to the day-to-day dungeon lifestyle, and more about Herculean labors like cleaning the stables and cooking tonight's dinner. Things that can't always be solved with a sword or a fireball, things that require....tact, a work ethic, common sense, or other things anathema towards people who beat up monsters and take their stuff.
Posted by: Qube on Aug 11, 2010 at 08:07:25 AM
(By Qube and others)
1 hit point can be ridiculously weak. An epic wizard having 12 wisdom using cloud of daggers, or a epic warlock with a +1 rod of reaving, kills lvl 26 minions without a second thought. Some people even have trouble even have objection to the fact that automatic damage always kills a minion. So, here are a few possible fixes. Obviously these fixes make minions stronger, and in some cases, they might be worth more experience then.
When making a variant rule, its worth noting that
Posted by: Qube on Aug 5, 2010 at 05:28:22 PM
How to SARN-FU
I often see people ask whether it is possible to play 4e without a battlemat. Most responses to this questions are to say it isn't possible. Fourth Edition is very tactically oriented. Many powers involve sliding, pushing, pulling, and shifting characters around the battlefield. Combat is supposed to involve fields with unusual terrain to give an added dimension to combat.
Well, I'm here to tell you that it is possible to play 4e without a battlemat. However, it requires four things:
First, you need a DM with a very good sense of spatial awareness. Without a visual representation of the...
Posted by: Qube on Aug 3, 2010 at 12:13:37 AM
One of the 4e developers has mentioned the idea of a “classless” 4e, something they may have toyed with at one point. Well, in an effort to capture this idea, I’ve torn apart the classes, assigning each ability a point value. With this system a person can pick and choose their Health progression, their armor and weapon proficiencies, the number of skills they have, their defense bonus, implement proficiency, abilities, and any powers they want. In some instances, a character might end up being able to use more simple weapons than previously, but this would be the only difference if you were to build the original classes with this system.
Every player begins with 21 points to distribute on their character build. Every...
Posted by: Qube on Aug 1, 2010 at 10:11:10 AM
Many people think that Weapon Expertise and Implement Expertise are a bad idea. WotC has made a mistake in their math (the attack of the PCs is too low at higher levels), and to fix that, the PCs need to sacrifice one of their feats (or more, if they use both weapon and implement – like the paladin). Since the PCs should not be punished for a fault of the designers, many people have invented a way around it …
Variant 1: The Free Feat
Variant 2: The Quest Reward
Posted by: Qube on Jul 29, 2010 at 07:57:54 AM
Welcome to the Guide to Disreality. This is a guide containing various variant rules for the Dungeons and Dragons 4th edition role-play game, licensed by Wizards of the Coast. Many of these rules are not invented by me, but were post on the Wizards Community. I'm only compiling a list of homebrew rules that I like, or that seem well thought of or seem useful (this is very biased, so if your rule isn't included, don't take it personal). Hence, this work is not intended for commercial use, but instead so fellow players of the game have more fun. As homebrewing and houseruling is a never ending process, the guide Its intended to be a work in progress.
This guide is inspired on the book Unearthed Arcana, a Dungeons and Dragons 3.5th edition book, that introduced a bunch of variant rules....