The only house rule I'm using currently is "one action point per encounter."
Isn't this a standard rule? Or do you mean you change it to allow more than one?
(unless I made rule that up and need to apologise to my players next week for enforcing it..)
Isn't this a standard rule? Or do you mean you change it to allow more than one?
(unless I made rule that up and need to apologise to my players next week for enforcing it..)
I suspect Kynn means that s/he awards pcs 1 action point per encounter rather than 1 per milestone- a pretty common house rule, from what I've read and heard.
Standard free expertise. All defenders and melee strikers have a good melee basic for free, all ranged strikers have a good ranged basic for free.House Rules said:All characters a +1 feat bonus to all attack rolls at 1st level, increasing to +2 and 11th and +3 and 21st (this can be done by adding weapon/implement expertise feats if you're using character builder).
The Melee Training feat gives you your full ability score bonus to damage, not half damage. The following classes get Melee Training for free at 1st level: Paladin (Charisma), Swordmage (Intelligence), Battlemind (Constitution), Avenger (Wisdom), Monk (Dexterity), Rogue (Dexterity).
Warlocks get a third at-will power for free at 1st level.
Sorcerers get the Acid Orb or Energy Strobe power for free at 1st level.
Magic items are boring in 4E, in most cases. This generally lets me replace them wholesale with more interesting ones of my own design.Magic Items
Any magic item crafting must be approved by the DM, magic items will be somewhat rare and the ritual to craft magic items will require special unique components and knowledge.
Rituals
Like magic items, the DM has the final say on all rituals. Some rituals will require specific components instead of or as part of their component cost and some rituals may be off limits to classes that learn free rituals like the wizard.
Decoupling ritual use from wealth, letting non-ritual-casters use rituals with some effort and allowing me to drop things in like requiring special components for something like Raise Dead to lessen their impact on the campaign world.Untrained ritual use
A character without the ritual caster feat can attempt to cast rituals from a ritual book or scroll, as long as the ritual does not exceed their level.
They must first familiarize themselves with the ritual by succeeding in an intelligence check: DC 10 + the ritual's level. Doing so takes an hour per level of the ritual, there is no penalty to failure on this check and a character may take 10 or take 20. A character can only ever be familiar with a single ritual at a time, attempting to familiarize themselves with a new costs any existing familiarity with an existing ritual.
An untrained ritual caster familiar with a ritual may cast it any number of times provided they have the ritual book or a scroll at hand for the entire length of the casting as well as all the correct components. They take a -5 penalty to any skill check required by the ritual.
Ritual Caster
The ritual caster feat grants the following:
You gain a reservoir of power that can be used to reduce the cost when casting rituals. Certain components, at the DM's discretion, can not be replaced.
Level: Reservoir
1-5: 25xlevel GP/week
6-10: 50×level GP/week
11-15: 100×level GP/week
16-20: 150×level GP/week
21-25: 250×level GP/week
26-30: 300×level GP/week
With an hour of study you can memorize a ritual of your level or less from a ritual book (you can not memorize rituals from scrolls). You can use memorized ritual in all ways as if you had the ritual book on hand. You can only have a single ritual memorized at any given time.
You can copy rituals of your level or less from one ritual book (or memory) to another. Scribing a ritual into a ritual book costs 1gp per level of the ritual.
You can create scrolls of rituals in a ritual book you have on hand (or memory) of your level or less for for a cost equal to twice the component cost of the ritual, only half of this may be paid from your reservoir. Any special components the ritual requires must be used but these requirements are not doubled.
When you cast a ritual of your level or less you can choose to double the component cost and take a -5 to all skill checks in order to reduce the casting time by a factor of 10 (days become 2.5 hours, hours become 6 minutes, minutes become rounds).
You can attempt to cast a rituals of a level higher level. An hour of study beforehand should give you some ideas to the costs and risks involved.
My 4e clone has a few house rules built-in. Most of them are little fixes for 4e's few wrinkles; a feat tax fix, a fix for the 1-square bubble, fixes for AC-gimped builds, etc.
My only really radical house rule is my replacement for hybrids and RAW MC feats; I wrote my own MC feats that allow power swapping without the repeated feat 'surcharge.'