D&D 4E Hacking 4e - Do you hack? Why did you hack?

Viking Bastard

Adventurer
I know some posters here, like [MENTION=386]LostSoul[/MENTION] and [MENTION=10503]Oldtimer[/MENTION], play their own heavily homebrewed versions of 4e, and I'm wondering who else does, what the main changes are and why.

Now, most people have some house rules, but in most cases they are small tweaks or additions to the rule set, meant to address perceived bugs in the system. Some, though, take it a little further and make changes to the game that seriously change the way the game is played.

What constitutes a "hack" exactly, versus what constitutes "a mere house rule", is a bit nebulous, but I'm both thinking of examples of switching out entire subsystems (magic, initiative, etc.), or simply making a lot of small tweaks to get a particular "feel" going.

What changes have you made and why?
 

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The last time I ran a game, I removed ability scores from the to-hit formula (all attacks are 5 + bonus). The problem was that it still didn't address expertise/other feats/bla. And I despise feat taxes.

[sblock="Why would you do that, Rechan?"]There are multiple issues I wanted to address:

1) It's almost a system necessity to pump up your primary ability score, at the detriment of all other ability scores. Just so they can hit effectively.

2) In order to get those ability scores at their highest, players usually only pair certain races with certain classes. At the detriment of fluff (I'm looking at you, Drow and Halfling chaos sorcerers). It penalizes players who want a non-optimized race/class combo.

3) It limits multi-classing to certain classes. If you want to multi-class, and your class's primary attack score is Intelligence, then unless you multi into a class whose attack powers feed off intelligence, you're unlikely to hit. So it discourages players from multing into what they want.[/sblock]Recently I broke down all bonuses into a chart, using the inherent bonuses, modified expertise bonuses (and other feat bonuses), as well as adjustments to the no-ability-scores to-hit formula. It was a big excel chart showing when you get what bonus when.

Then I came across this houserule. Again it removes the ability scores from the issue, and factors in all attack, damage, and defense bonuses in a simpler, player-friendly fashion.

I forsee that it's problematic for some people. It means that a wizard with a sword making a Base Attack is just as likely to hit and do similar damage as the fighter. However, the fighter has all these powers to show his expertise at fighting; all the wizard is doing is hitting all vanilla like. Also, it takes away the importance of Ability Scores (which I'm OK with) but doesn't appeal to some people.

IMO the biggest issue is that it doesn't mesh well with the CB.

I also want to encourage players to take non-number-boosting feats. Now the above formula would give them bonuses to damage which are feat-related (so no weapon focus etc), but still wouldn't cover things like "+1 damage to x damage type" or things like Surprising Charge. I have been contemplating offering a free feat at first level which must be spent on either a racial feat, ritual caster feat, a multi-class/hybrid talent feat (I permit multiple HT feats to be taken), skill focus/training, or any other flavor feat (born of Shadow etc) that does not effect Combat in any way. I want to add Superior Weapons to the free feat list, but while encouraging a player to grab something cool, I fear that would just encourage them to grab a fullblade or other 'it hits better' rather than 'it's flashy' weapon.
 
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change: You get an action point per encounter
Why: players were not using it (forgetting it, saving it for later, etc)

Effect: Players started actually using them most of the time (in easier encounters they sometimes don't use them)
 

What constitutes a "hack" exactly, versus what constitutes "a mere house rule", is a bit nebulous, but I'm both thinking of examples of switching out entire subsystems (magic, initiative, etc.), or simply making a lot of small tweaks to get a particular "feel" going.

I call my game a "hack" because I feel that it's a different game. By that I mean that the point of playing the game is not the same in regular 4E. I wouldn't call house rules - even extensive ones - that don't change the point of playing the game a hack. (eg. Halving HP to provide quicker combats.) Though that's just how I use the terms and I don't claim them.

The changes I made were meant to:
  • Remove guarantees that you would get to play the character you want - your status as hero, villain, or bad-ass is determined by the other player's judgement of your play
  • Have the players determine the adventures they would go on; that is, determine their own level of risk and reward
  • Bind the characters and the player's choices to the setting, so the details of the setting (and the PC's place within it) are an important factor in action resolution and resource management
  • Introduce a more strategic or long-term element to the game's economy
  • Have the setting react and change based on the PC's actions (and player's choices) in consistent ways
 

I've got a large (and still growing) list. Wall of text ahead; you've been warned. ;)

My biggest hacks are:

- Separation of feats into talents (for non-combat use) and feats (for combat use), and dropping all their ability score requirements. Starting at level 5, each character gains one talent, plus one talent for every 5 levels thereafter. You can also spend feats to purchase talents (but not the other way around).
Reason: This encourages flavorful feat selection and makes former feats like Linguist more attractive.

- Removing most superior weapons, modifying some weapons, and introducing Weapon Specialization feats that give a bonus to one weapon from a particular weapon group. E.g. Axe Specialization increases the weapon damage die by one step for the chosen axe.
Reason: This is done both for flavor reasons and because it's something from 2e that I've missed in 4e.

- Speaking of 2e, I've hacked the cleric class and its domains. You choose one of your deity's domains (or play a boring Generalist cleric :p), which determines your secondary ability (called domain ability), choice of weapons and armor, and possible benefits related to that particular domain.
E.g. the Fury/Vengeance domain:
[sblock]Domain Ability: Strength.
Armor Proficiencies: Cloth, leather, hide, chainmail,
scale
Weapon Proficiencies: Simple melee, simple ranged,
military two-handed melee weapons.
Other Benefits: While you are bloodied, you gain a
+1 bonus to attack rolls with two-handed melee
weapons.[/sblock]
- Psionic augmentation costs are reworked (again, for those of you keeping track). Augments are 1 & 2 for levels 1 to 16, and 2 & 3 for levels 17+. All Psionic At-Wills also deal 2 damage dice on a hit.
Reason: This removes abusive spamming of low-level powers. The problem with weaker At-Will powers at higher levels still remains, though.

- Character advancement: At levels 4, 8, 14, 18, 24 and 28, you gain +1 to three ability scores.
Reason: This ensures that all class builds have no more than one weak F/R/W defense, and characters can increase other abilities than just the most important two for their class. There should also be more attractive multiclass and hybrid options now.


Smaller hacks/tweaks (not exhaustive):

- Magic Items: all bonuses and penalties granted by items are typed as item bonuses and item penalties.
Reason: This prevents abusive bonus stacking with magic items.

- Multiclassing gives you the power-swap feats at the appropriate levels for free.
Reason: This removes a feat tax and gives multiclass characters greater versatility.

- All classes that are primarily melee-focused use their primary ability for MBA's.
Reason: This removes a feat tax and counters the nerfing of the Melee Training feat.

- All classes have training in at least 4 skills, and several classes have expanded class skill lists.
Reason: This improves out-of-combat balance between classes. Also, no more dumb fighters and barbarians. :D

- Many weak powers and class features have been improved, and class features have been added in some cases. E.g. ensnaring and assault swordmages, ranger beast companions, swarm druids, ruthless ruffian rogues, and those poor, poor seekers.
Reason: More viable options for my players.

- Some classes have gained more options for customization. E.g. swordmages can choose axes, hammers, maces or spears instead of blades; knights and slayers can choose between Con, Dex, and Wis for their secondary abilities.
Reason: I like to give my players more options.

- I've removed obsolete feats and rewrote several feats (notably from PH1, HoFK and HoFL).
Reason: This is done for balance reasons. To be blunt, several feats from Essentials are too strong for their tier, and I do not approve of this power creep.

- Speaking of power creep, themes are nerfed in my non-Dark Sun games, although I'm still playtesting this. At level 1, you gain the associated utility power, which you can swap for an associated higher-level theme utility power later on. At level 5, you gain a +2 bonus to an appropriate skill. At level 10, you gain a bonus talent that must be appropriate to the chosen theme.
Reason: IMO the post-Dark Sun themes should strengthen the out-of-combat options of characters.

And many more tweaks. I don't want to bore you. ;)
(Seriously, I've got a pdf of all that stuff using WotC's rules update format. It has got 41 pages at the moment, and it's not even up to date...)


Hacks/tweaks that I'll probably test at some point:

- Heavy armor works similar to light armor, but is modified by Str/Con; e.g. Plate armor gives +5 AC. This hack also requires a re-adjustment or removal of Masterwork armors. (I've used a baseline of a 16 in Str/Con to determine the hacked AC bonus.)
Reason: This should prevent heavy armor users from having a worse AC than light armor users at late Epic, and compensates for the drawbacks of heavy armor IMO.

- Most rituals cost healing surges instead of gold. I haven't thought much about this yet, though; maybe 1/tier of the ritual? Item creation rituals still cost gold.
Reason: This should prevent spamming of low-level rituals and encourage the use of rituals for story reasons.

- Determining bonuses to ability scores: You gain a +2 ability bonus to the primary ability score of your chosen class*, and a +2 ability bonus to one ability that your race** gets a bonus to; these bonuses are typed and do not stack. E.g a half-elf fighter would gain +2 Str and +2 Con or Wis or Cha.
* Choose one primary ability for classes with two primary ability scores, and one class for hybrids.
** Except for humans.
Reason: This should promote a greater variety of race/class combinations at the table.
 
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  • Bind the characters and the player's choices to the setting, so the details of the setting (and the PC's place within it) are an important factor in action resolution and resource management
  • Have the setting react and change based on the PC's actions (and player's choices) in consistent ways
I don't understand how this is different.

A setting that reacts/changes based on PC action is, imo, just good DMing.
 

-Separation of feats into talents (for non-combat use) and feats (for combat use), and dropping all their ability score requirements. Starting at level 5, each character gains one talent, plus one talent for every 5 levels thereafter. You can also spend feats to purchase talents (but not the other way around).
Reason: This encourages flavorful feat selection and makes former feats like Linguist more attractive.

- Removing most superior weapons, modifying some weapons, and introducing Weapon Specialization feats that give a bonus to one weapon from a particular weapon group. E.g. Axe Specialization increases the weapon damage die by one step for the chosen axe.
Reason: This is done both for flavor reasons and because it's something from 2e that I've missed in 4e.

- Multiclassing gives you the power-swap feats at the appropriate levels for free.
Reason: This removes a feat tax and gives multiclass characters greater versatility.
I like these a lot. I'd like to see your info on the first two.

- Most rituals cost healing surges instead of gold. I haven't thought much about this yet, though; maybe 1/tier of the ritual? Item creation rituals still cost gold.
Dragon had a ritual article in November with various low level rituals that had Healing Surge costs. It either greatly reduced the cost, or just replaced the cost for some.
 

The last time I ran a game, I removed ability scores from the to-hit formula (all attacks are 5 + bonus).

I've been thinking of doing that for a while, now. I do think it would need to scale at higher tiers, a little, though. How's it work out, in play?
 

I've been thinking of doing that for a while, now. I do think it would need to scale at higher tiers, a little, though. How's it work out, in play?
Sadly the campaign I implemented it in didn't last long. :p Also, players still went with optimized race/class combos. The more recent table I built up had increased it.

Honestly, take a look at the link I provided, it handles it much easier; the bonuses are comparable to typical bonuses by level 30.

But myself I've never been in/ran a game that made it past level 10, so I don't have a lot of worry about making it Epic-compatible.
 
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Dragon had a ritual article in November with various low level rituals that had Healing Surge costs. It either greatly reduced the cost, or just replaced the cost for some.

Thanks for the info, I'll look into it. I do remember an article with ritual casting-related feats, maybe that's the one.
 

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