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D&D Older Editions
Anyone playing 4e at the moment?
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<blockquote data-quote="Dragonblade" data-source="post: 8175126" data-attributes="member: 2804"><p>These were my 4e house rules, but its been a couple of years since I last ran a 4e game:</p><p></p><p>I design tough set piece encounters and expect every encounter to potentially be a fight to the death. I never use wandering monsters, and every encounter is driven by the story and/or the actions of the PCs themselves. I use the following house rules in my game:</p><p></p><p>Character Creation:</p><p></p><p>All WotC books available for use with errata required.</p><p>One Expertise feat for free.</p><p>One Background OR one free multi-class feat.</p><p>One Theme (optional) - Some of my players didn't take a theme. Some did.</p><p>Inherent Bonuses are used.</p><p>During extended in-game downtime or when levelling up, can retrain any feat or power that you like.</p><p></p><p>In play rules:</p><p></p><p>No XP. You level when its story appropriate.</p><p>13th Age Escalation Die is used</p><p>One AP every encounter. Use it or lose it.</p><p>Any expended Encounter power can be recovered by spending a Standard Action with two caveats: You cannot use this rule to recover an Encounter power that already comes with built-in rules on its recovery or use (such as the Avengers class power, or Healing Word). You cannot recover an Encounter power that grants additional actions (to avoid infinite action combos).</p><p></p><p>DM Rules:</p><p></p><p>All monsters gain a damage bonus of +5 per tier to any attack or aura that does damage. Pre-MM3 monsters get +10 damage per tier.</p><p>Pre-MM3 solos get two intiative counts and a full set of actions on each count.</p><p>Solos make saves at the beginning of their turns.</p><p>Any elite or solo monster can choose to end a condition inflicted upon them (regardless of its normal duration) at the beginning of their turn but take 10 damage per tier of the PC who inflicted the condition. I use this sparingly, generally only if the PC's are over-using a stun locking combo.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 8175126, member: 2804"] These were my 4e house rules, but its been a couple of years since I last ran a 4e game: I design tough set piece encounters and expect every encounter to potentially be a fight to the death. I never use wandering monsters, and every encounter is driven by the story and/or the actions of the PCs themselves. I use the following house rules in my game: Character Creation: All WotC books available for use with errata required. One Expertise feat for free. One Background OR one free multi-class feat. One Theme (optional) - Some of my players didn't take a theme. Some did. Inherent Bonuses are used. During extended in-game downtime or when levelling up, can retrain any feat or power that you like. In play rules: No XP. You level when its story appropriate. 13th Age Escalation Die is used One AP every encounter. Use it or lose it. Any expended Encounter power can be recovered by spending a Standard Action with two caveats: You cannot use this rule to recover an Encounter power that already comes with built-in rules on its recovery or use (such as the Avengers class power, or Healing Word). You cannot recover an Encounter power that grants additional actions (to avoid infinite action combos). DM Rules: All monsters gain a damage bonus of +5 per tier to any attack or aura that does damage. Pre-MM3 monsters get +10 damage per tier. Pre-MM3 solos get two intiative counts and a full set of actions on each count. Solos make saves at the beginning of their turns. Any elite or solo monster can choose to end a condition inflicted upon them (regardless of its normal duration) at the beginning of their turn but take 10 damage per tier of the PC who inflicted the condition. I use this sparingly, generally only if the PC's are over-using a stun locking combo. [/QUOTE]
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