1) "Realism". I like the idea of higher level characters doing the same things more effectively than lower levels, and not just the miniscule difference in Ability score bonuses. Again, the question: Shouldn't a 20th level wizard's magic missile--unmodified by anything--be markedly more powerful than a 1st level wizard's?
2) Speeding up combat. I didn't mention this before, but I like the idea of speeding up combat a bit. We've only played two sessions, but I've found combat a tad on the long side...a couple times I used the old DM Fiat and speeded up an encounter by dropping monster HP (but this also had to do with several PCs being on the verge of death!).
Why is everyone so concerned about very short combats?
Seriously. They shouldn't be just quick, three round encounters. Have too many people gone ADHD from video games or whatever? I know I like longer combats where things play out. Where terrain and tactics shape the ebb and flow of the encounter. Why all the worry when combats actually take longer?
If they do take "too long", as I said above, many times it's the fault of tactics, not the encounter itself. Why unnaturally boost damage or nerf baddies? Learn to play better and the game is rockin' plenty hard.
Because encounters get boring after a while. I ran what turned into a 3 hour fight a few weeks ago. Yes, people were on the slow side. But it ran for around 15 rounds (it was really 2 fights that got combined into one).
Really became a grind.
That's a bad houserule; even if you grant it to every classes instead of just arcane powered ones (and you must or it goes from bad to abominable), it's a rule that grossly advantage some classes over others. Any class that can routinely do more than one attack in a turn will crush classes that can't. Ranger will obliterate rogues and Warlock, Tempest fighter will make a joke of the other fighters (even after removing the awful double weapons), WIS cleric will grossly outshine STR cleric etc.
I can't believe there hasn't been an overwhelmingly negative response already.
This houserule is particularly indecently pro-wizard. From personal experience, in my party, the combat wizard on average dished the most total damage in any fight that included four or more opponents. He didn't score higher damage against single targets than the rogue, of course, but by attacking several enemies on every round, he piled up impressive damage. Close Blast 5 powers such as burning hand were amongst the best sellers, routinely catching 3+ targets. That alone was enough to keep the wizard extremely relevant in the fight. Add damage to every target and you shift toward dominant.