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[Ari Marmell's blog] To House Rule or Not to House Rule
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<blockquote data-quote="pemerton" data-source="post: 5198765" data-attributes="member: 42582"><p>House rules I use in my game (summarised from post upthread, plus a few others I've remembered):</p><p></p><p style="margin-left: 20px">*I give out total treasures in my game equal to the level-appropriate treasure parcels, but mix and match in various ways, and give out a lot of the cash parcels as magic items, rituals and ritual reagents instead;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*I give out a mixture of GM-chosen items, player "wish list" items and existing item upgrades;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*I give out minor Quest XP based on the players making decisions for their PCs that are expressive of their thematic goals for their PCs (in effect, spontaneous quests rather than pre-planned quests);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*I allow each PC to choose two "background feats" which may be triggered once as an immediate reaction, last for a short period, and then may not be used again until they are restored by the GM calling a -2 penalty to a d20 roll by that player;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*I ban a few feats or powers that are obviously broken or otherwise problematic (eg like a lot of people, I don't allow the Expertise feats);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*I had houseruled Careful Shot to be the same as the now-errata-ed version from the beginning of the discussions about its mathematical inadequacy compared to Twin Strike;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*I have created a few new feats (albeitwith pretty simple bonuses);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*I have created a few new monsters;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*during a skill challenge, a player may spend an action point to make a secondary skill check in response to another player's failed check, as an immediate interrupt;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*from time-to-time in combat, I make calls for issues that the rules don't cover (eg the effects of some terrain that is not discussed in the DMG);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*from time-to-time both in and out of combat, I adjudicate the effects of player actions using page 42 (eg the paladin dealing damage to a recently-animated wight by using his Religion skill to call down the curse of the Raven Queen).</p><p></p><p>There are also some house rules that I think would be pretty easy to introduce for anyone who wanted to:</p><p></p><p style="margin-left: 20px">*I could imagine taking what the DMG2 says about the pass/fail cycle and trying to work it up into a more robust set of guidelines to interact with page 42;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*I could imagine someone who was more interested in the continuity of resoruce expenditure over encounters working out long term rest and recovery mechanics, probably triggered by taking an extended rest and then based on the disease track;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Although I haven't done so, I could imagine designing new powers and new complex conditional feats without too much trouble.</p><p></p><p>So, given my own experience, I simply deny that house rules have been killed or are impossible. It may be that not many people want them (eg because changes to feats and powers make it harder to use the Character Builder) but that seems to me to be a different matter.</p><p></p><p>And frankly, I'm glad that 4e delivers the play experience I am looking for without the need to do much more than tweak a few elements of the character build system, make a few decisions about how I am going to implement the reward system, tweak the skill challenge system, and make a few other calls from time to time in relation to the action resolution sytem. It makes a big change from Rolemaster (my previous system of choice) which requires pretty significant house ruling just to get it off the ground.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5198765, member: 42582"] House rules I use in my game (summarised from post upthread, plus a few others I've remembered): [indent]*I give out total treasures in my game equal to the level-appropriate treasure parcels, but mix and match in various ways, and give out a lot of the cash parcels as magic items, rituals and ritual reagents instead; *I give out a mixture of GM-chosen items, player "wish list" items and existing item upgrades; *I give out minor Quest XP based on the players making decisions for their PCs that are expressive of their thematic goals for their PCs (in effect, spontaneous quests rather than pre-planned quests); *I allow each PC to choose two "background feats" which may be triggered once as an immediate reaction, last for a short period, and then may not be used again until they are restored by the GM calling a -2 penalty to a d20 roll by that player; *I ban a few feats or powers that are obviously broken or otherwise problematic (eg like a lot of people, I don't allow the Expertise feats); *I had houseruled Careful Shot to be the same as the now-errata-ed version from the beginning of the discussions about its mathematical inadequacy compared to Twin Strike; *I have created a few new feats (albeitwith pretty simple bonuses); *I have created a few new monsters; *during a skill challenge, a player may spend an action point to make a secondary skill check in response to another player's failed check, as an immediate interrupt; *from time-to-time in combat, I make calls for issues that the rules don't cover (eg the effects of some terrain that is not discussed in the DMG); *from time-to-time both in and out of combat, I adjudicate the effects of player actions using page 42 (eg the paladin dealing damage to a recently-animated wight by using his Religion skill to call down the curse of the Raven Queen).[/indent] There are also some house rules that I think would be pretty easy to introduce for anyone who wanted to: [indent]*I could imagine taking what the DMG2 says about the pass/fail cycle and trying to work it up into a more robust set of guidelines to interact with page 42; *I could imagine someone who was more interested in the continuity of resoruce expenditure over encounters working out long term rest and recovery mechanics, probably triggered by taking an extended rest and then based on the disease track; *Although I haven't done so, I could imagine designing new powers and new complex conditional feats without too much trouble.[/indent] So, given my own experience, I simply deny that house rules have been killed or are impossible. It may be that not many people want them (eg because changes to feats and powers make it harder to use the Character Builder) but that seems to me to be a different matter. And frankly, I'm glad that 4e delivers the play experience I am looking for without the need to do much more than tweak a few elements of the character build system, make a few decisions about how I am going to implement the reward system, tweak the skill challenge system, and make a few other calls from time to time in relation to the action resolution sytem. It makes a big change from Rolemaster (my previous system of choice) which requires pretty significant house ruling just to get it off the ground. [/QUOTE]
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