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<blockquote data-quote="SlyFlourish" data-source="post: 4558311" data-attributes="member: 54840"><p>Back at the tail end of 3.5, I started writing D&D Miniature scenarios that used the D&D miniature rules but in a D&D like adventure. This let us play very fast D&D adventures with anywhere from 2 to 5 players with one acting as a DM. The problem with this was that we were stuck with the specific monsters released as part of D&D miniatures.</p><p></p><p>With 4e, much of the game has been simplified, but as others have pointed out, combat can be quite slow. Also, character generation can take quite a bit of time.</p><p></p><p>I want to run my normal 4e game without any house rules at all. However, sometimes I might want to run a quick game when I only have a couple of players or when the wife and I are out of town but itching to roll a d20.</p><p></p><p>With that in mind, I started writing up a set of house rules with the following design goals: </p><p></p><p>1. Speed up combat. </p><p>2. Make it easy for a single player to run multiple characters. </p><p>3. Simplify character creation.</p><p>4. Make it fully compatible with new 4e sourcebooks and adventures.</p><p></p><p>With those goals in mind, here are the current house rules I'm considering:</p><p></p><p>1. There are no daily powers. All daily powers are encounter powers. (power increase)</p><p></p><p>2. All damage is maximized. You do not roll dice for damage.</p><p></p><p>3. All crits are for double damage.</p><p></p><p>4. The d20 is the only die needed.</p><p></p><p>5. All characters are limited to 1 at will power, 2 encounter powers, 1 daily powers, 1 utility power, 1 racial power, 1 class power or ability, and 1 equipment power. There are no rituals.</p><p></p><p>6. Every character receives one action point per battle.</p><p></p><p>7. There are no healing surges. All characters receive one second wind. Healing surges are not required for any ability that requires one.</p><p></p><p>8. Any effect that removes a healing surge instead does 1 point of necrotic damage per level.</p><p></p><p>9. Any attack that targets more than one creature rolls a single attack roll. The resulting attack roll is used against all monster defenses.</p><p></p><p>10. There are no extended rests. All powers and hitpoints are restored between battles. All effects are removed. All unconscious characters are restored to full hitpoints.</p><p></p><p>11. Characters are unconscious at 0 hitpoints. They cannot be restored or healed in combat. Nor can they be further attacked or take damage. If all characters are knocked unconscious, the party loses.</p></blockquote><p></p>
[QUOTE="SlyFlourish, post: 4558311, member: 54840"] Back at the tail end of 3.5, I started writing D&D Miniature scenarios that used the D&D miniature rules but in a D&D like adventure. This let us play very fast D&D adventures with anywhere from 2 to 5 players with one acting as a DM. The problem with this was that we were stuck with the specific monsters released as part of D&D miniatures. With 4e, much of the game has been simplified, but as others have pointed out, combat can be quite slow. Also, character generation can take quite a bit of time. I want to run my normal 4e game without any house rules at all. However, sometimes I might want to run a quick game when I only have a couple of players or when the wife and I are out of town but itching to roll a d20. With that in mind, I started writing up a set of house rules with the following design goals: 1. Speed up combat. 2. Make it easy for a single player to run multiple characters. 3. Simplify character creation. 4. Make it fully compatible with new 4e sourcebooks and adventures. With those goals in mind, here are the current house rules I'm considering: 1. There are no daily powers. All daily powers are encounter powers. (power increase) 2. All damage is maximized. You do not roll dice for damage. 3. All crits are for double damage. 4. The d20 is the only die needed. 5. All characters are limited to 1 at will power, 2 encounter powers, 1 daily powers, 1 utility power, 1 racial power, 1 class power or ability, and 1 equipment power. There are no rituals. 6. Every character receives one action point per battle. 7. There are no healing surges. All characters receive one second wind. Healing surges are not required for any ability that requires one. 8. Any effect that removes a healing surge instead does 1 point of necrotic damage per level. 9. Any attack that targets more than one creature rolls a single attack roll. The resulting attack roll is used against all monster defenses. 10. There are no extended rests. All powers and hitpoints are restored between battles. All effects are removed. All unconscious characters are restored to full hitpoints. 11. Characters are unconscious at 0 hitpoints. They cannot be restored or healed in combat. Nor can they be further attacked or take damage. If all characters are knocked unconscious, the party loses. [/QUOTE]
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