4e Fan Creations and House RulesWorking on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!
Well, just some minor houserules as we switch DMs. Just checking whether they're totally wrong or okay-ish. Bear in mind that our playing group is a bit smaller (we're four), so there are only three party members.
After each encounter, you can either gain an action point or a healing surge. You cannot choose the same twice in a row. (Replaces current action point per milestone rule, mainly to prolong the adventuring day)
If a natural 20 rolled in on your first d20 roll in your turn, you regain a random encounter power you have used. (To break up the at-will slugs - it's more pronounced in smaller groups, as you notice that everyone slugs'em)
If a push/pull/slide effect would move a creature into an occupied square, it falls prone instead. (To make forced movement effects more interesting in cramped quarters)
After each encounter, you can either gain an action point or a healing surge. You cannot choose the same twice in a row. (Replaces current action point per milestone rule, mainly to prolong the adventuring day)
Aside from the "did I get an action point or a healing surge last time?" questions that might come, I see no trouble here - but I was willing to rename both action points, healing surges, magic item powers, etc to Fate points or something anyway, so I think I'm biased...
Quote:
Originally Posted by Lord Tirian
On the first natural 20 rolled in your turn, you regain a random encounter power you have used. (To break up the at-will slugs - it's more pronounced in smaller groups, as you notice that everyone slugs'em)
I like it! As this might happen only once per encounter, I think it's a minor tweak that might not be noticed - but when it does happen, it will be a blast!
Quote:
Originally Posted by Lord Tirian
If a push/pull/slide effect would move a creature into an occupied square, it falls prone instead. (To make forced movement effects more interesting in cramped quarters)
Love it! Do both creatures fall prone? You just reminded me of playing with Jean Grey in X-men legends: using telekinesis to grab an enemy and hurl it into another was really fun! I don't know if there's already a rule for this (and not every forced movement effect means hurling), but perhaps a fortitude attack to knock the "secondary target" - the unsuspecting victim - based on size of the "primary target" - the one being tossed - and how many squares of forced movement are left (if you can push 5, but move only 1, you'd have 4 more squares of "force"), say +1 per square. Heck, I'll be more fun to slide the furniture instead of the goblins
Nah, only the creature moved - that simplifies it and should avoid making forced movement too good. Plus "occupied" also means walls and furniture, and I don't want prone walls! Though I'd certainly allow stunts done that way (aka the glorious table on pg. 42! ).
After each encounter, you can either gain an action point or a healing surge. You cannot choose the same twice in a row. (Replaces current action point per milestone rule, mainly to prolong the adventuring day)
Question; I healing surges a resource players ever get short of? So far, they havn't been in our games. When we run out of healing surges, we are mostly out of other resources as well.
__________________ Carl Cramér
Member of the Netbook of Feats review board.
After each encounter, you can either gain an action point or a healing surge. You cannot choose the same twice in a row. (Replaces current action point per milestone rule, mainly to prolong the adventuring day)
I would include some other resource there as well (not sure what), to mix it up a little. Your rule basically just says that every other encounter you get an extra healing surge, since you only have two options and you can't take the same option twice in a row.
I would include some other resource there as well (not sure what), to mix it up a little. Your rule basically just says that every other encounter you get an extra healing surge, since you only have two options and you can't take the same option twice in a row.
Add in the ability to recharge 1 daily power or item power.
I would probably leave the 1 milestone per two encounters alone though, and only gain these things at a milestone. Remember that non-combat encounters count towards milestones as well.
Alternatively, leave the 1 AP per milestone rule as normal. But add that a player can spend 1 AP to regain a healing surge and 2 AP to regain a daily power. They can only spend the AP in this fashion during a short rest.
On the first natural 20 rolled in your turn, you regain a random encounter power you have used. (To break up the at-will slugs - it's more pronounced in smaller groups, as you notice that everyone slugs'em)
This one favors certain classes. Classes that do more multiple target effects or in particular. The ranger with Twinstrike gets two attempts at getting an encounter power back, and a wizard with thunderwave or scorching burst can get exponentially higher chances of getting encounter powers back.
You might want to consider revising what regains the encounter power, to something that is not reliant on a factor that can be influenced by the player.
This one favors certain classes. Classes that do more multiple target effects or in particular. The ranger with Twinstrike gets two attempts at getting an encounter power back, and a wizard with thunderwave or scorching burst can get exponentially higher chances of getting encounter powers back.
You might want to consider revising what regains the encounter power, to something that is not reliant on a factor that can be influenced by the player.
How about a 20 on a save? Nobody wants to make multiple saves, and those that do are probably the ones who need a power boost the most.
Add in the ability to recharge 1 daily power or item power.
I thought of that, but dailies are a much more important and powerful resource than healing surges and action points, I don't think they should be given out this often. And I couldn't think of something similar. I could invent some extra resource, like a free +2 bonus on a single roll, but I wanted to stay within 4E's material.
Quote:
Originally Posted by Sphyre
This one favors certain classes. Classes that do more multiple target effects or in particular.
I thought of that... just formulated it wrong: I don't mean the first natural 20 in a turn, I meant a natural 20 on the first d20 roll in a turn. This way, no player gains more than a single chance to recharge his powers.
I thought of that... just formulated it wrong: I don't mean the first natural 20 in a turn, I meant a natural 20 on the first d20 roll in a turn. This way, no player gains more than a single chance to recharge his powers.
Ah. Well, that certainly works. I'm just not sure I think the benefits of a crit need an additional "you're kicking ass now, and you'll kick ass next turn because one of your encounter powers just came back." is the best mechanic, but if you and your friends are happy with it, who am I to argue?
Our group house ruled that you have an action point at the beginning of every combat because it's one less thing to have to keep track of. There are too many little details to remember in 4th edition as it is, and the lack of action point would have wiped our group at least a couple of times had it not been available.
Our group house ruled that you have an action point at the beginning of every combat because it's one less thing to have to keep track of. There are too many little details to remember in 4th edition as it is, and the lack of action point would have wiped our group at least a couple of times had it not been available.
That's an interesting one... do you keep track of milestones and daily item activations? Or have you simplified it to "one daily item per encounter"?
I understand that they are "nice for players" but I'd like to see the campaign-theme reasoning of why your world has them, but not standard D&D.
Ah, sure:
Extra Healing Surges: Well, I don't like short adventuring days a lot. I tend to run campaigns in urban and/or overland settings (sometimes combined), less dungeoncrawls. This makes extended rests a bit problematic - like during an overland chase, or if you're in a city (urban plots are rather event driven - and play in a rather short time frame, hours, not days). I could remedy this by making encounters less resource-draining (and hence easier), but I rather give them extra resources and keep the challenging encounters. The players like having extra stuff and feel more challenged, as every encounter can be deadly.
Furthermore, I watched my players for about three sessions with these rules now... with a fixed number of surges, they always know that they're probably not able to keep up and need a rest. With this... there's something tempting: Perhaps, with the new extra surge you have now, you can keep up, even if you're low on them.
Encounter Power Regain: Simply because it's interesting to use more than at-wills. And it helps a bit with the verisimilitude - it feels "right" that the martial-inclined characters can regain them in the right situation, like spotting an opening in your enemies' defense. Note that this is also true for enemies - this makes d20 rolls something exciting - for every side. Plus it fits the somewhat pulpy style I prefer... think Indiana Jones pulling out a last ditch trick.
Knocking Prone: Well, a bit because it's pulpy and interesting to watch people thrown down... and because my players were a bit confused that something powerful enough to hurl you through the room never knocks you from your feet - so it's one of these "verisimilitude" things.
Hope these explains the reason for the rules a bit!