D&D 4E Who's still playing 4E

scotv

First Post
This is one thing I noticed a lot from 4e games I ran, or played in. There was very little need for house rules to "fix" system issues. The system was pretty solid at its core and worked as designed. It actually made the game more stable whenever we played. Any of the house rules we ended up implementing fell more into the extend the game design space rather than the fix the game design space.

spot on!

I thought not much people feel the same.

There is actually lesser need for house rules as you play further.
 

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S'mon

Legend
4e is the one game where I don't need player-side house rules at all (my Classic PF and 5e games all have quite a few). All the changing around is on the DM's side - monster statting, task DCs et al.
 

Balesir

Adventurer
I agree almost completely ;)

The only changes I think the "player-side" rules in 4E need are a weeding out/revision of obsolete and dodgy feats and an alteration to the way multi-classing works.

Aside: For my next game I plan to simply disallow hybrid characters and use a thoroughly revised set of multi-class feats that I have written up. They are based around the idea that the base feat gives no skill or class feature, but gives all the class skills as class skills (i.e. you can use your base training on them - and I also have the Skill Training feat give training in two skills if both are class skills), give "counts as class" feature of the current feats and allows class powers to be picked subject to at least half of every type of power being chosen from your "base" class. After some thought I even decided that letting an MC character take an At-Will from their second class should be fine. This makes a viable "2 weapon fighter-not-ranger" viable from the get-go.
 

S'mon

Legend
I agree almost completely ;)

The only changes I think the "player-side" rules in 4E need are a weeding out/revision of obsolete and dodgy feats and an alteration to the way multi-classing works.

I have not seen an issue with just leaving that to the players, and allowing a free retrain if they make a mistake. I would not allow Gestalting but 4e multiclassing & feats don't require intervention beyond an occasional suggestion, usually "your Epic level PC should maybe take that feat that gives +3 to all defences" :)

The key is that underpowered player-side stuff gets ignored so is not a problem, and very little
overpowered/broken stuff has survived errata-ing. I can always nerf stuff case by case if it
becomes a problem, but a lot of things that look iffy are not a problem in play. There's a 30th level Warlord ED ability where your allies can't die or even fall over from hp loss. It's ridiculously OTT but unless you have one in your campaign & you're playing a lot at level 30 why worry? If it ever came up, nerf it the minimum
necessary.
 
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I'm also a big fan of 4E and try to lure as many unknowing people into the hobby and into 4E as possible ("So this is this D&D I keep hearing about?" "Yes, yes.. you will love it!" "And it is the newest edition, yes?" "If by 'newest edition' you mean 'best edition', then yes, right you are." :)
Recently started a mini-campaign with six friends who haven't played any TTRPG whatsoever and they are enjoying the game very much.

My only house rule: monster HP -25%, monster damage +25% (I know, fiddlying with the math is risky, but I had good experiences with this approach.) Apart from that the system is neat, clean and works perfect for me.
 


Storminator

First Post
My only house rule: monster HP -25%, monster damage +25% (I know, fiddlying with the math is risky, but I had good experiences with this approach.) Apart from that the system is neat, clean and works perfect for me.

I use the adventure tools for my monster stats, and I've noticed that the newer monsters seem to do enough damage, and the older monsters get new monster damage if you level them up one then level them back down. If they didn't I would also boost monster damage. I haven't really noticed a need to reduce monster hp.

PS
 

I use the adventure tools for my monster stats, and I've noticed that the newer monsters seem to do enough damage, and the older monsters get new monster damage if you level them up one then level them back down. If they didn't I would also boost monster damage. I haven't really noticed a need to reduce monster hp.

PS

Yes, after MM3 the stats got fixed in this direction already. But I nonetheless went with the 25% adjustment even post MM3 and Monster Vault in order to make combat a bit shorter and grittier. My problem was that combat could drag on a bit too much for me and my group.
It's only been a few weeks ago that I read some very good articles on how to make 4E combat smoother and the solution was (suprisingly for me) seldom on the mechanical side of things. The ideas were e.g. to take turns more quickly, shorten all too lenghty discussions about tactics, roll for hit and damage simultaneously, and (my favourite) not to grind combat on until every foe's HP were 0 but to end it through and in favor of different narrative means (monsters flee, try to bargain, stop hostilities etc).
I'm in kind of a transitioning phase where I try to implement said ideas but stick to the 25% adjustment out of habit. I'll see how the game will now change for my group and me over time.
 

RadioKen

Villager
I'm still coordinating a Public Play program at my local FLGS--off the grid by now, of course. We mix in a session of 5e about once a month, but it's mostly LFR, so the biggest issue is the lack of new material. There are a lot of Paragon modules we haven't done yet, and I've stayed away from the longer adapted ones so far, but with hard four-hour slots those need to be scheduled over multiple sessions and it's kind of a hassle.
 

thanson02

Explorer
I run 4E games almost on a weekly basis. We took a bit of a break because we had things happening that kept us really busy (work, community groups, ect) but we have gotten back into things and my group could not be happier.

Hi, by-the-way. I am one of the migration folks from the WotC forums.
 

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