smaugfrost1
First Post
I realize ahead of time these housed rules may not be to MOST people's likings. But my players and I have modded the 4e rules in simple ways to fix a majority of OUR perceived hinks with the system.
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Hink 1. Combat was boggin' slow, and interest was hard to maintain once encounter powers were used up.
Fix 1. Once per round add 1/2 the current level of the PC (or Monster) to the damage dealt.
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Hink 2. PC Magic Items were often unused and forgotten about due to the lack of status and power limits placed on them.
Fix 2. Oddly enough, by eliminating the item use limits, and making all daily use into encounter use, and making all encounter use into at will use, we made ALL of our groups magic items desirable and effective again.
We did not find that this overshadowed the character abilities at all, and it eliminated an addtional level of annoying bookwork from the game.
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Hink 3. Healing surges became arbitrary, since you got so many and used so few over the course of several emcounters.
Fix 3.
We eliminated action points from the game and renamed "healing surges" into "Heroic Surges".
Heroic surges also worked just like action points for purposes of action point use, feats and powers. One per tier, per encounter, could be used as action points. (1 at Heroic, 2 at Paragon, 3 at Epic).
Heroic surges were still used as healing surges for all other purposes.
Monsters and NPCs were also granted the ability to use their healing surges as heroic surges duplicating the "second wind" and "action point" mechanics.
Solo and Elite monsters were granted extra heroic surges.
Milestones restored 1 heroic surge per tier to each PC.
This fix worked great as we now would come out of multiple encounters with virtually NO healing surges leftover.
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Hink 1. Combat was boggin' slow, and interest was hard to maintain once encounter powers were used up.
Fix 1. Once per round add 1/2 the current level of the PC (or Monster) to the damage dealt.
-----------------------------------------------------------------
Hink 2. PC Magic Items were often unused and forgotten about due to the lack of status and power limits placed on them.
Fix 2. Oddly enough, by eliminating the item use limits, and making all daily use into encounter use, and making all encounter use into at will use, we made ALL of our groups magic items desirable and effective again.
We did not find that this overshadowed the character abilities at all, and it eliminated an addtional level of annoying bookwork from the game.
-----------------------------------------------------------------
Hink 3. Healing surges became arbitrary, since you got so many and used so few over the course of several emcounters.
Fix 3.
We eliminated action points from the game and renamed "healing surges" into "Heroic Surges".
Heroic surges also worked just like action points for purposes of action point use, feats and powers. One per tier, per encounter, could be used as action points. (1 at Heroic, 2 at Paragon, 3 at Epic).
Heroic surges were still used as healing surges for all other purposes.
Monsters and NPCs were also granted the ability to use their healing surges as heroic surges duplicating the "second wind" and "action point" mechanics.
Solo and Elite monsters were granted extra heroic surges.
Milestones restored 1 heroic surge per tier to each PC.
This fix worked great as we now would come out of multiple encounters with virtually NO healing surges leftover.