D&D 4E 4e House Rules for Closer to pre-4e feel

I really dislike "F." In all pre-4E, characters had a chance to recover mid-combat. You're making it impossible to rejoin a fight once you drop down to 0hp, GREATLY increasing TPK probabilities. You suddenly have to judge encounters very carefully else risk the death spiral, losing 20% of your fighting force every time someone drops. I don't mind so much making things deadlier, but ensuring that players cannot rejoin the fight just sucks. Not that you can use "a touch more simulation" regarding magic, but you have no good explanation of why magical healing cannot cross the 0hp or bloodied (artificial) boundaries.
 

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Side by side comparison to new 4e math (MM3 and Rules Compendium on)
This is all riffing on Quickleaf's DM cheat sheet or Sly Flourish's sheet.


Skills:
No change from New 4e baseline, the harder checks become 15% harder by 20th (+3 - 19 prime stat max instead of 24 prime stats by 18th level).


Damage:
Average NPC Damage reduced by 3:

Current 4e math baseline: 8+level,
Proposed baseline: 5+level
Earlier edition math is all over but 4.5+hit dice isn't far off as a baseline, 3.x increases for stats and items only and accomplishes most damage increases with Full attacks or more powerful spells.

Minion Damage: no change in proportion, however the baseline is 1.5 lower.


Defenses:
Average AC scaling slowed, start +2 higher (at 20th it is 8 lower)
Current 4e math: 14+level,
Proposed baseline: 16+1/2 level
Earlier edition math is all over, 3.x doesn't scale AC, multiple bonuses account for massive increases.

Average Non-AC Defense scaling slowed, start +1 higher (at 20th it is 9 lower)
Current 4e math = 12+level,
Proposed baseline: 13+1/2 level
Earlier edition math (Saving Throws) is between 1/4 and 1/2 except for the Fighters/Creatures at around 2/3 - but pre-3.x non-physical attacks (magic, etc.) didn't scale, 3.x increases at 1/2 HD for good, and 1/3 level for poor - with attacks scaling with stats.


Hit Points:
Hit Points more than halved then shifting to less than halved, NPCs increase HP at the same rate as PCs, they just get 6/7/9 to start instead of Con.

Low HP
Current 4e math = 21+6/level
Proposed baseline: 6+4/level
Earlier edition math = 4.5/HD or lower (d8 HD); d6 in 3.x (or Con penalties)

Medium HP
Current 4e math = 24+8/level
Proposed baseline: 7+5/level
Earlier edition math = 4.5/HD; d8 in 3.x (Plus moderate Con bonus/level 3.x)

High HP
Current 4e math = 26+10/level
Proposed baseline: 9+6/level
Earlier edition math = 4.5/HD or better; d10 in 3.x (Plus high Con bonus/level 3.x)


Attack Bonuses:
Current 4e math = 5+level
Proposed baseline: 6+1/2 level
Earlier edition math = +1/HD or 3/4 HD(level)

Non-AC
Current 4e = 3+level
Proposed baseline: 3+1/2 level
Earlier edition math had no scaling or Stat based DC scaling.


PC Stats:
1e: Stat cap at start of 18, except Fighters (18/00)
2e: Same although some optional races may have gone up to 19.
3.x/4e: Stat cap at start of 20


PC Hit Points:
Current 4e = Con + Class (4/5/6/7) per level plus level 1 bump (6/7/9/10)
Proposed PC hit points = Con + Class only (4/5/6/7) per level (no level 1 bump)
Pre-4e = Class HD per level + Con bonus/level (Max at 1st in 3.x and common house rule before that)

PC Armor Class
Current 4e = 10 + Armor + 1/2 level + bonuses + baked in MW bonus
Proposed = 10 + Armor + 1/2 level + bonuses, no MW bump
Pre-4e = 10 or 0 + Armor + Dex + numerous item/magic bonuses (no set scaling)
 
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You're making it impossible to rejoin a fight once you drop down to 0hp, GREATLY increasing TPK probabilities. ... Not that you can use "a touch more simulation" regarding magic, but you have no good explanation of why magical healing cannot cross the 0hp or bloodied (artificial) boundaries.

My original thought was that the non-magical healing couldn't cross the boundary, but that was just a kick in the Warlord's nads. So I figured I'd apply it to all the leaders, magic or otherwise -- just not a lot of difference between martial shout, arcane shout, primal shout, or divine shout healing.

Then you could say, any Standard action powers can cross the barrier but I think that makes Cleric moreso the best healer. Which might be a fine option.

As intended, I have Healing potions, or other item-based healing crossing barriers and then the between encounter rituals as well. I messed up the wording but a Heal skill check to activate Second Wind on a downed ally or the 20+ Death save can do it too.

I would be willing to amend the healing powers to allow Standard action, healing-only powers to work normal. If a character is willing to spend their turn getting someone up and not attacking then I'm fine with some real healing taking place.

Basically just looking at ranged minor action healing popping downed PCs up fresh as a daisy.
 

I think (hope) you would find that all your other changes are sufficient enough to obtain the game-feel you're looking for. I don't think you'll need that crossing-boundaries restriction on healing, which will just cause confusion and aggravation in your players. I can appreciate your sentiment about the "fresh as a daisy" comment, but honestly I don't think the fix is this easy at all. It's nontrivial and shouldn't be lumped in with the other goals you state in the OP as an afterthought. You either need to state it as a goal or not try to solve it. But, it's very, very hard, and you won't get there by this simple workaround (IMO).
 

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