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House Rules: If I show you mine, will you show me yours?
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<blockquote data-quote="KarinsDad" data-source="post: 4782195" data-attributes="member: 2011"><p>It was for aesthetic reasons. And, I don't think 1 speed is going to make or break them. Our group is not a lot of power gamers were it might make an actual difference.</p><p></p><p></p><p></p><p>It was the simplest change that fixed the powers. There are a lot of ideas on giving allies pluses to hit, or adding a plus to hit for a different power in the next round, etc. that I found to be overkill.</p><p></p><p>And mathematically, Careful Strike does not beat out Twin Strike damage-wise (1st level 18 Dex Longbow Ranger against average foe does 9.99 average damage per round vs. 9.325). But, when combined with a Cleric with Righteous Brand and Flank (or Lance of Faith), it feels good to have the near automatic hit for some players. And with our rules on having prepared and unprepared at will powers, our players tend to have most of the At Wills.</p><p></p><p></p><p></p><p>Our group had a lot of discussions on this because we had a Dwarven BRV, but when we switched DMs, that player switched PCs, so it became a moot point. I definitely see your point though.</p><p></p><p></p><p></p><p>Hadn't given it a thought since we do not have a Barbarian.</p><p></p><p></p><p></p><p>This was my slightly older house rules at work. I actually have a revised one on my laptop at home where I added a recent rule that Stun and Paralyze get an immediate non-modified auto-save (i.e. when Stun hits foe, foe rolls 10 or higher to save, 9 or lower to fail and work as normal). This roll is made after the player decides to use Orb of Imposition or not. It incentivizes the player to not use the Orb with Stun, but with some lesser condition.</p><p></p><p>I don't care about saves with most conditions. I only care about saves with conditions that totally remove all actions from foes. I could have added Daze to this list, but meh.</p><p></p><p></p><p></p><p>I did address the save bonus for armor in AV with rule # 28.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4782195, member: 2011"] It was for aesthetic reasons. And, I don't think 1 speed is going to make or break them. Our group is not a lot of power gamers were it might make an actual difference. It was the simplest change that fixed the powers. There are a lot of ideas on giving allies pluses to hit, or adding a plus to hit for a different power in the next round, etc. that I found to be overkill. And mathematically, Careful Strike does not beat out Twin Strike damage-wise (1st level 18 Dex Longbow Ranger against average foe does 9.99 average damage per round vs. 9.325). But, when combined with a Cleric with Righteous Brand and Flank (or Lance of Faith), it feels good to have the near automatic hit for some players. And with our rules on having prepared and unprepared at will powers, our players tend to have most of the At Wills. Our group had a lot of discussions on this because we had a Dwarven BRV, but when we switched DMs, that player switched PCs, so it became a moot point. I definitely see your point though. Hadn't given it a thought since we do not have a Barbarian. This was my slightly older house rules at work. I actually have a revised one on my laptop at home where I added a recent rule that Stun and Paralyze get an immediate non-modified auto-save (i.e. when Stun hits foe, foe rolls 10 or higher to save, 9 or lower to fail and work as normal). This roll is made after the player decides to use Orb of Imposition or not. It incentivizes the player to not use the Orb with Stun, but with some lesser condition. I don't care about saves with most conditions. I only care about saves with conditions that totally remove all actions from foes. I could have added Daze to this list, but meh. I did address the save bonus for armor in AV with rule # 28. [/QUOTE]
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House Rules: If I show you mine, will you show me yours?
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