• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 4E 4e "Bugfixes"

yesnomu

First Post
Yo. This is a list of houserules designed to fix aspects of the game I see as bugged. A lot of them affect multiclassing, especially Paragon Multiclass.


Classes

Demigod

  • The Demigod's Divine Miracle works once per round, as a free action at the end of your turn.
Ranger

  • Multiclassed Rangers may take a Ranger Paragon Path if they have taken the feat given to Rangers of the appropriate fighting style.
Warlock

  • Multiclassed Warlocks gain the use of the Warlock's Curse, once per encounter. They can apply extra damage only once, but receive the normal pact boon when the cursed creature dies.
Wizard

  • The Blood Mage's Blood Pulse does extra damage for every square of distance moved. For example, a large creature pushed 7 squares would take 7d6 damage.
  • Multiclassed Wizards of the Spiral Tower may treat a longsword as a wizard implement.
Paragon Multiclassed Characters

  • Paragon multiclassed characters gain an at-will power from their multiclass at 11th level, rather than replacing one from their first class.
  • Paragon Multiclassed characters may retrain the powers gained from the paragon multiclass to the highest level powers available. For example, a level 30 paragon multiclassed character could have two level 29 daily powers, one from each class.

Game Mechanics

  • The slowed condition limits total movement from one action to 2 squares. Running and charging give no movement benefit. Teleportation is unhindered.
  • A single d20 roll may be rerolled only once.

What do you guys think? What needs to be added? Considering Certain Justice, for example.
 

log in or register to remove this ad

This is a very useful thread. Here's some more things that could be added:

Perceived Issue: High-level orb wizards can stun-lock a creature permanently.

Resolution: Each time an elite monster fails a save against a particular effect, it gets a cumulative +2 bonus to its save against that effect. Solo monsters get a cumulative +4 bonus.

(This makes it so that elites and solos cannot be locked indefinitely. Allowing it against normal monsters is probably okay because it's only one monster out of several and the wizard can only do it at most once per encounter.)

***

Perceived Issue: Rules are unclear about exactly when saves can be made against forced movement into dangerous terrain. Certain interpretations can lead to wall-type effects like Wall of Fire being extremely powerful since a target can be force-moved into and out of it several times during one action.

Resolution: Any time a creature is force-moved into a square that it knows is dangerous, it can choose to attempt a save. If the save is successful, it falls prone in the square before the dangerous terrain and the forced movement is ended (exactly like the rules for being forced over cliffs).

***

Perceived Issue: The Heavy Blade Opportunity/Twin Strike/Two-Weapon Flurry combo can give a player a "mini-Blade Cascade" with every AO.

Resolution: Replace "make an attack with your off-hand weapon" in the description of Two-Weapon Flurry with "make an attack using only your off-hand weapon." This prevents the use of Twin Strike with Two-Weapon Flurry, and is probably more in the spirit of the power.

****

--- Adventurer's Vault ---

Perceived Issue:
There are several items that gain power indefinitely (e.g. Meliorating Armor) as long as the user doesn't take an extended rest. These can be exploited by having one member of the party use many of these items and never take an extended rest, and continuously going on simply by allowing other players to give him healing from their stockpiles (IIRC, the Vault has items that let one player give healing surges to another player).

Resolution: State that all members of a party must take an extended rest at the same time. A player may not choose not to take an extended rest with the rest of the party.

***

Perceived Issue: Vehicle control rules can be exploited to gain unlimited speed by taking two vehicle control actions each turn (this can be done by trading your standard action for a move) as follows:
(Example: Speed 5)
Round 1: 2 drive actions (10 squares total)
Round 2: 1 stop action (10 squares, the distance moved last round) and 1 drive action (5 more squares, for a total of 15)
Round 3: 1 stop action (15 squares, the distance moved last round) and 1 drive action (5 more squares, for a total of 20)
Round 4: 1 stop action (20 squares, the distance moved last round) and 1 drive action (5 more squares, for a total of 25)
etc.

Resolution:
After "move the vehicle forward a number of spaces equal to the distance it moved in the previous round" (under the Stop action) add "or its speed, whichever is lower."
Additionally, add the following text to the Stop action: "You may not use the Stop action if the vehicle is motionless."
 
Last edited:

Into the Woods

Remove ads

Top