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Are these good house rules?
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<blockquote data-quote="Pickles JG" data-source="post: 4669093" data-attributes="member: 61501"><p>1) & 2) Grittier alright - I am not sure that D&D is the game for grittiness especially 4ed. I would see if your players want to play a grittier game. I assume it applies to monsters too?</p><p> </p><p>3)-5) It probably will not change what people do. Good RPers RP well bad ones badly. If they are making up random stutters they are probably bored. Good RP is IMO it's own reward.</p><p>Forcing everyone to have a strong code of behaviour could be used to give a deep character to a setting. I would make sure it effects all characters though rather than just the clerics. It is better to rewards compliance than to punish violation - stuff like extra AP or fun in game titles for example, staying away from XP. </p><p> </p><p>6)7) I tend to empathise with - we just agree in advance that the players are all on the same side & not out to get one another. It has been a long while since I had to deal with the horrors of interparty conflict. I am fine with players RPing lying to one another for fun so long as noone gets hurt - or robbed.</p><p> </p><p> 8) Straight out of the DMG. </p><p> </p><p>9) It think this is what they wanted to write but could not create a suitably mechanical rule. The way you phrase it comes across a bit arsey though. "Milestones are awarded when the party acheives some substantial goal or a series of minor ones. This is likely to be every 1-3 encounters"</p><p> </p><p>10) yuk fiddly & looking for realism in a game where nothing much is. Likely to lead to "tick collecting" where players use skill just to get the skill xp. Also control freaky. The Fighter can easily use a feat to be a competent thief if he wants to dabble.</p><p> </p><p>11) 12) 13) Drow NPCs can do whatever the plot demands. Restricting content ought to be fine there is plenty of stuff out there. </p><p> </p><p>14) Fair enough - stupid names can break immersion. Titles that are nicknames should be allowed - especially if they arise in play. "The Land Strider" is the sort of ironic nickname that the Ork might get IRL cf the tall lad called shorty. </p><p> </p><p>15) XP is in your hands to dole out so this is fine. I dont really track it anymore just try to get a feel for when PCs should advance. Just make sure you do not come across as trying to thwart the players.</p><p> </p><p>16) It not metagaming. If the enemy is unscratched or has 40 arrows sticking in him that are not slowing him down or is on his last legs the PCs should be able to see it. Stricly speaking the PCs know more or less how many HP it took to bloody a monster - they can count - so they can figure out more or less how many it would take to kill it too. In practice this too hard to track (except when I DM & write the monster damage on the battlemat). Anyway despite saying that I do not think its unreasonable to have only Unhurt, Injured, Bloodied & KO as monster states. I tend to have "last legs" too - one more hit ought to finish it.</p><p> </p><p>17) I sympathise with DMing slow players but you really do need to factor in experience & allow for the time that some turns take to resolve - Move (OA) dragon breath, colour spray, action point, fire shroud for example. </p><p>You could put a limit on thinking time but you must allow resolutions to resolve. The penalty has to be delay too not just losing the turn - if they manage to dither till their spot in the initiative then they do lose a turn but they deserve to. Make sure eveyone has everything added up in advance as this will speed the play up. </p><p> </p><p> </p><p> Anyway I hate some of those rules & think some are OK or good but I think you ought to be careful how you sell them to the players. You need to avoid coming across as high handed & controlling rather than trying to improve the game play experience for all. See my repsonse to 9 above for an attempt at this.</p></blockquote><p></p>
[QUOTE="Pickles JG, post: 4669093, member: 61501"] 1) & 2) Grittier alright - I am not sure that D&D is the game for grittiness especially 4ed. I would see if your players want to play a grittier game. I assume it applies to monsters too? 3)-5) It probably will not change what people do. Good RPers RP well bad ones badly. If they are making up random stutters they are probably bored. Good RP is IMO it's own reward. Forcing everyone to have a strong code of behaviour could be used to give a deep character to a setting. I would make sure it effects all characters though rather than just the clerics. It is better to rewards compliance than to punish violation - stuff like extra AP or fun in game titles for example, staying away from XP. 6)7) I tend to empathise with - we just agree in advance that the players are all on the same side & not out to get one another. It has been a long while since I had to deal with the horrors of interparty conflict. I am fine with players RPing lying to one another for fun so long as noone gets hurt - or robbed. 8) Straight out of the DMG. 9) It think this is what they wanted to write but could not create a suitably mechanical rule. The way you phrase it comes across a bit arsey though. "Milestones are awarded when the party acheives some substantial goal or a series of minor ones. This is likely to be every 1-3 encounters" 10) yuk fiddly & looking for realism in a game where nothing much is. Likely to lead to "tick collecting" where players use skill just to get the skill xp. Also control freaky. The Fighter can easily use a feat to be a competent thief if he wants to dabble. 11) 12) 13) Drow NPCs can do whatever the plot demands. Restricting content ought to be fine there is plenty of stuff out there. 14) Fair enough - stupid names can break immersion. Titles that are nicknames should be allowed - especially if they arise in play. "The Land Strider" is the sort of ironic nickname that the Ork might get IRL cf the tall lad called shorty. 15) XP is in your hands to dole out so this is fine. I dont really track it anymore just try to get a feel for when PCs should advance. Just make sure you do not come across as trying to thwart the players. 16) It not metagaming. If the enemy is unscratched or has 40 arrows sticking in him that are not slowing him down or is on his last legs the PCs should be able to see it. Stricly speaking the PCs know more or less how many HP it took to bloody a monster - they can count - so they can figure out more or less how many it would take to kill it too. In practice this too hard to track (except when I DM & write the monster damage on the battlemat). Anyway despite saying that I do not think its unreasonable to have only Unhurt, Injured, Bloodied & KO as monster states. I tend to have "last legs" too - one more hit ought to finish it. 17) I sympathise with DMing slow players but you really do need to factor in experience & allow for the time that some turns take to resolve - Move (OA) dragon breath, colour spray, action point, fire shroud for example. You could put a limit on thinking time but you must allow resolutions to resolve. The penalty has to be delay too not just losing the turn - if they manage to dither till their spot in the initiative then they do lose a turn but they deserve to. Make sure eveyone has everything added up in advance as this will speed the play up. Anyway I hate some of those rules & think some are OK or good but I think you ought to be careful how you sell them to the players. You need to avoid coming across as high handed & controlling rather than trying to improve the game play experience for all. See my repsonse to 9 above for an attempt at this. [/QUOTE]
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