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Are these good house rules?
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<blockquote data-quote="Tequila Sunrise" data-source="post: 4669200" data-attributes="member: 40398"><p>These two <em>could</em> make combat more exciting, but they also run a high risk of ticking off your players if they're not really interested in a gritty game.</p><p></p><p></p><p>First, you know that everyone acts outside of their alignment right? Even Mother Teresa did Evil things every once in a while. Second, you know that alignment is meaningless by RAW right? If you read the cleric/paladin fluff text closely, it says they have to start out at/close to their deity's alignment but if they stray to far, there will be no divine retribution.</p><p></p><p>Honestly it sounds like your players are of the beer-and-preztels variety and you'd like them to take the game more seriously. Nothing wrong with that, just be prepared to be disappointed. Sometimes no amount of goading and house rules can change their attitude, which there is nothing wrong with either.</p><p></p><p></p><p>How exactly did the wizard player come to decide that being the party scout was a good idea? <img src="http://www.enworld.org/forum/images/smilies/worried.png" class="smilie" loading="lazy" alt=":-S" title="Uhm :-S" data-shortname=":-S" /> That's as much the wizard's fault as the rogue's.</p><p></p><p></p><p>This is a good rule, but it's not really a house rule.</p><p></p><p> </p><p>Sounds great.</p><p></p><p></p><p>4e is <strong>not</strong> the game for realism. I don't know about you, but I play it because it's relatively simple and balanced. Besides, if the fighter wants to pick locks he can always pick up Skill Training in Thievery.</p><p></p><p></p><p>That's fine, but you really don't need to tell your PCs that you're giving one NPC race an extra encounter power. You're the DM, you can do whatever you want.</p><p></p><p></p><p>Perfectly reasonable.</p><p></p><p>Fair enough. Though again, it sounds like you're trying to change your players' play style, which is an uphill battle.</p><p></p><p></p><p></p><p>Fine. Personally I don't even use XP, I just tell my players to level-up whenever I please.</p><p></p><p></p><p>Fair enough.</p><p></p><p></p><p>What happens if a player <em>does</em> take more than a minute? A common house rule in this event is to force the PC to delay their initiative until the player decides on an action.</p><p></p><p>TS</p></blockquote><p></p>
[QUOTE="Tequila Sunrise, post: 4669200, member: 40398"] These two [i]could[/i] make combat more exciting, but they also run a high risk of ticking off your players if they're not really interested in a gritty game. First, you know that everyone acts outside of their alignment right? Even Mother Teresa did Evil things every once in a while. Second, you know that alignment is meaningless by RAW right? If you read the cleric/paladin fluff text closely, it says they have to start out at/close to their deity's alignment but if they stray to far, there will be no divine retribution. Honestly it sounds like your players are of the beer-and-preztels variety and you'd like them to take the game more seriously. Nothing wrong with that, just be prepared to be disappointed. Sometimes no amount of goading and house rules can change their attitude, which there is nothing wrong with either. How exactly did the wizard player come to decide that being the party scout was a good idea? :-S That's as much the wizard's fault as the rogue's. This is a good rule, but it's not really a house rule. Sounds great. 4e is [b]not[/b] the game for realism. I don't know about you, but I play it because it's relatively simple and balanced. Besides, if the fighter wants to pick locks he can always pick up Skill Training in Thievery. That's fine, but you really don't need to tell your PCs that you're giving one NPC race an extra encounter power. You're the DM, you can do whatever you want. Perfectly reasonable. Fair enough. Though again, it sounds like you're trying to change your players' play style, which is an uphill battle. Fine. Personally I don't even use XP, I just tell my players to level-up whenever I please. Fair enough. What happens if a player [i]does[/i] take more than a minute? A common house rule in this event is to force the PC to delay their initiative until the player decides on an action. TS [/QUOTE]
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