OpsKT
Explorer
Just sharing what I have as house rules. They are suprisingly short for me, for once (much Like Saga Star Wars or WoD 2.0) I just don't feel I need many more rules to get the game feel I like.
------------------------------------------------
------------------------------------------------
House Rules v1.0
- Blasts/Bursts/Area attacks: Only roll hit and damage once per attack, compare result to each creature, and apply same damage to speed up play. Does not apply to powers with primary/secondary targets or attacks.
- Light Blades: In keeping with the line of “reward accuracy as much as force” a character can use the higher of his STR or DEX modifiers on basic attacks with light blades. Damage is still based on STR.
- Grabs: An attacker can also render a grabbed opponent prone. This is a STR attack vs. Reflex or Fortitude, whichever is greater.
- Masterwork Armors: Can occasionally be found in non-enchanted varieties in treasure and for sale (usually found unfinished). If for sale (or selling un-enchanted) they cost as much as a magic armor of their type with their minimum enhancement bonus -1.
- Action Points: Gain extra ones on a combat roll of 20. Only one per encounter can be used for extra actions. Others can be used for a +1d6 to a d20 roll.
- 'Small' Wizards: Gain weapon proficiency in the club instead of the quarterstaff. Staffs (the magic kind) can still be used as implements with the Enchant Magic Item ritual to resize it.
- Implements: Non-magic implements provide a +1 to the attack/activation roll only, while magic ones add a +1 (or more) to both attack/activation roll and damage/effects.