HealingAura
First Post
Hello,
After learning from my mistakes as a newbie DM in our last adventure, I've thought about incorporating some House Rules for my new adventure. I would appreciate your opinion about them.
I created House Rules for Critical Fumbles, Elite Minions, Improving Rituals and Character Points System.
1. Critical Fumble:
Why would you add this rule? Because it gives more variety in combat encounters and makes it a lot more fun to see your opponent rolled a natural 1.
When a power resulted in more attack rolls of natural 1 than natural 20, it is considered a Critical Fumble.
The DM (me) rolls a d100 to see the result (in case the result is not possible a fitting failure should be improvised):
1 = Reroll to all the natural 1 results.
2-20 = Just the usual Automatic Miss for all natural 1 results.
21-26 = Automatic Miss for all natural 1 results, and no Miss effect.
27-40 = Slide your character 2d4 squares*** and fall prone.
41-56 = Grant Combat Advantage to all enemies until the end of your next turn
57-68 = Deal** [w] or [damage die] of power to yourself
69-78 = Deal** [w] or [damage die] of power damage*, to a random ally within range*.
79-82 = The Weapon or Implement used with this power is thrown 2d4 squares***.
83-86 = Deal** Miss Effect of power to a random ally within range*.
87-97 = Provoke Opportunity Attack from each adjacent enemy
98-99 = Deal** Hit Effect of power to a random ally within range*
100 = Deal** hit effect of power to you.
* Within range means within range, burst, blast, or melee reach – according to the power.
** Damage type according to power.
*** 2d4 squares movement means: You roll 1d4 twice and move accordingly: 1 = forward, 2 = right, 3 = backwards, 4 = left. For example, if you rolled a 3 and a 4 you move 1 square backwards and then 1 square to the left.
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2. Elite Minions:
Why would you add this rule? Because elite minions are used for simplifying a long battle with a lot of minions.
If you use an elite minion, that’s supposed to represent the equivalent challenge of X minions:
The EXP of the elite minion is X*[Minion EXP].
The elite minion has X HP.
A missed attack never damages an elite minion.
Whenever an elite minion is dealt damage, it is dealt only 1 damage.
A Critical Hit automatically kills an elite minion.
The elite minion receives 1 Action Point.
Everything else is the same as the original minion.
__________________________________________________
3. Making Rituals usable:
Why would you add this rule? Because rituals are just too damn costly and takes too much time to use.
New Heroic feat - Ritual Mastering:
Prerequisite: Ritual Caster feat
Benefit: Choose a ritual category (binding, creation, deception, divination, exploration, restoration, scrying, travel, warding). When you start performing a ritual of that category you may choose either to expand only half of the required components (other costs required by the ritual remain the same), or gain a +5 bonus to skill checks that you make as part of performing the ritual.
Special: You can take this feat more than once. Each time you take this feat, choose a different ritual category.
New Heroic feat - Ritual Focus:
Prerequisite: Ritual Caster feat
Benefit: You gain a +1 bonus to all skill checks of a ritual that you mastered, as long as you are trained in the key skill of that ritual. You can also perform that ritual at one tenth of the time normally required to perform it.
__________________________________________________
4. Character Points System:
Why would you add this rule? Because it allows players to influence on the campaign in things that they usually can’t change.
I introduced a new character stat, which will be used to reward players for various things. In general, the more character points a character has, the more that character’s player can influence on the adventure.
[Gaining Character Points]:
- The player improvised some new interesting details about the character background
- The player played especially according to character, especially if he had a dilemma
- Having interesting conversations between PCs (my players rarely speak to each other as characters)
- Making all players laugh.
- Succeeding in doing something exceptionally hard that directly helped the party.
[Spending Character Points]:
- Choose a specific item: When the DM announces the party found a magical item, players can spend character points to choose which item to receive as long as it is of the right item type and level. For example, if the players found a level 3 plate armor, a player can choose to spend character points in order to choose that this is a Lifegiving Armor.
- Receive a hint for a riddle
- Survive death: As long as you have at least 10 character points, you can spend half of your character points (round down) to make your character unconscious instead of being dead if you died (failed 3 times in death saving throw or your HP was reduced to your bloodied value expressed as a negative number). Only after the encounter is over the other characters can try to help the character heal.
[Loosing Character Points]:
- Not concentrating and distracting other players.
- Not acting according to character.
- Excessively talking out of character and Meta Gaming talk.
Note that the starting Character Points each player receives is according to the character background (the better it is, the more he'll get). I told my players I won't let them start with less than 10 Character Points.
After learning from my mistakes as a newbie DM in our last adventure, I've thought about incorporating some House Rules for my new adventure. I would appreciate your opinion about them.
I created House Rules for Critical Fumbles, Elite Minions, Improving Rituals and Character Points System.
1. Critical Fumble:
Why would you add this rule? Because it gives more variety in combat encounters and makes it a lot more fun to see your opponent rolled a natural 1.
When a power resulted in more attack rolls of natural 1 than natural 20, it is considered a Critical Fumble.
The DM (me) rolls a d100 to see the result (in case the result is not possible a fitting failure should be improvised):
1 = Reroll to all the natural 1 results.
2-20 = Just the usual Automatic Miss for all natural 1 results.
21-26 = Automatic Miss for all natural 1 results, and no Miss effect.
27-40 = Slide your character 2d4 squares*** and fall prone.
41-56 = Grant Combat Advantage to all enemies until the end of your next turn
57-68 = Deal** [w] or [damage die] of power to yourself
69-78 = Deal** [w] or [damage die] of power damage*, to a random ally within range*.
79-82 = The Weapon or Implement used with this power is thrown 2d4 squares***.
83-86 = Deal** Miss Effect of power to a random ally within range*.
87-97 = Provoke Opportunity Attack from each adjacent enemy
98-99 = Deal** Hit Effect of power to a random ally within range*
100 = Deal** hit effect of power to you.
* Within range means within range, burst, blast, or melee reach – according to the power.
** Damage type according to power.
*** 2d4 squares movement means: You roll 1d4 twice and move accordingly: 1 = forward, 2 = right, 3 = backwards, 4 = left. For example, if you rolled a 3 and a 4 you move 1 square backwards and then 1 square to the left.
__________________________________________________
2. Elite Minions:
Why would you add this rule? Because elite minions are used for simplifying a long battle with a lot of minions.
If you use an elite minion, that’s supposed to represent the equivalent challenge of X minions:
The EXP of the elite minion is X*[Minion EXP].
The elite minion has X HP.
A missed attack never damages an elite minion.
Whenever an elite minion is dealt damage, it is dealt only 1 damage.
A Critical Hit automatically kills an elite minion.
The elite minion receives 1 Action Point.
Everything else is the same as the original minion.
__________________________________________________
3. Making Rituals usable:
Why would you add this rule? Because rituals are just too damn costly and takes too much time to use.
New Heroic feat - Ritual Mastering:
Prerequisite: Ritual Caster feat
Benefit: Choose a ritual category (binding, creation, deception, divination, exploration, restoration, scrying, travel, warding). When you start performing a ritual of that category you may choose either to expand only half of the required components (other costs required by the ritual remain the same), or gain a +5 bonus to skill checks that you make as part of performing the ritual.
Special: You can take this feat more than once. Each time you take this feat, choose a different ritual category.
New Heroic feat - Ritual Focus:
Prerequisite: Ritual Caster feat
Benefit: You gain a +1 bonus to all skill checks of a ritual that you mastered, as long as you are trained in the key skill of that ritual. You can also perform that ritual at one tenth of the time normally required to perform it.
__________________________________________________
4. Character Points System:
Why would you add this rule? Because it allows players to influence on the campaign in things that they usually can’t change.
I introduced a new character stat, which will be used to reward players for various things. In general, the more character points a character has, the more that character’s player can influence on the adventure.
[Gaining Character Points]:
- The player improvised some new interesting details about the character background
- The player played especially according to character, especially if he had a dilemma
- Having interesting conversations between PCs (my players rarely speak to each other as characters)
- Making all players laugh.
- Succeeding in doing something exceptionally hard that directly helped the party.
[Spending Character Points]:
- Choose a specific item: When the DM announces the party found a magical item, players can spend character points to choose which item to receive as long as it is of the right item type and level. For example, if the players found a level 3 plate armor, a player can choose to spend character points in order to choose that this is a Lifegiving Armor.
- Receive a hint for a riddle
- Survive death: As long as you have at least 10 character points, you can spend half of your character points (round down) to make your character unconscious instead of being dead if you died (failed 3 times in death saving throw or your HP was reduced to your bloodied value expressed as a negative number). Only after the encounter is over the other characters can try to help the character heal.
[Loosing Character Points]:
- Not concentrating and distracting other players.
- Not acting according to character.
- Excessively talking out of character and Meta Gaming talk.
Note that the starting Character Points each player receives is according to the character background (the better it is, the more he'll get). I told my players I won't let them start with less than 10 Character Points.
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