Alright folks, here's what my Chapter 9 house rules are looking like:
Regular Saves: Rolled on the inflictor's turn. I myself am going to try Tequila's index card idea, or something like it to help with condition tracking.
Extra Saves: Can end any condition. I'm going to start giving elites and solos bonus start-of-turn saves, instead of their usual save bonus, 'cause I think it'll be a simple and effective way to make boss fights less predictible and boring.
Eamon's Rule: Yes!
Lunge: Eliminates the 1-square no-charge zone.
So, as I'm finalizing this thing, is there anything from Chapter 9 that you'd tweak if you could? Things that are broken? Things that just don't make sense, even within the context of D&D weirdness? For example, someone mentioned elsewhere how easy it is to get around the Slow condition, by using powers that say "shift X squares" or "move X squares." Which I admit, is pretty weird.
Regular Saves: Rolled on the inflictor's turn. I myself am going to try Tequila's index card idea, or something like it to help with condition tracking.
Extra Saves: Can end any condition. I'm going to start giving elites and solos bonus start-of-turn saves, instead of their usual save bonus, 'cause I think it'll be a simple and effective way to make boss fights less predictible and boring.
Eamon's Rule: Yes!
Lunge: Eliminates the 1-square no-charge zone.
So, as I'm finalizing this thing, is there anything from Chapter 9 that you'd tweak if you could? Things that are broken? Things that just don't make sense, even within the context of D&D weirdness? For example, someone mentioned elsewhere how easy it is to get around the Slow condition, by using powers that say "shift X squares" or "move X squares." Which I admit, is pretty weird.