D&D 4E Bigger Faster Stronger 4e Fixes

smaugfrost1

First Post
I realize ahead of time these housed rules may not be to MOST people's likings. But my players and I have modded the 4e rules in simple ways to fix a majority of OUR perceived hinks with the system.
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Hink 1. Combat was boggin' slow, and interest was hard to maintain once encounter powers were used up.

Fix 1. Once per round add 1/2 the current level of the PC (or Monster) to the damage dealt.

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Hink 2. PC Magic Items were often unused and forgotten about due to the lack of status and power limits placed on them.

Fix 2. Oddly enough, by eliminating the item use limits, and making all daily use into encounter use, and making all encounter use into at will use, we made ALL of our groups magic items desirable and effective again.

We did not find that this overshadowed the character abilities at all, and it eliminated an addtional level of annoying bookwork from the game.

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Hink 3. Healing surges became arbitrary, since you got so many and used so few over the course of several emcounters.

Fix 3.
We eliminated action points from the game and renamed "healing surges" into "Heroic Surges".

Heroic surges also worked just like action points for purposes of action point use, feats and powers. One per tier, per encounter, could be used as action points. (1 at Heroic, 2 at Paragon, 3 at Epic).

Heroic surges were still used as healing surges for all other purposes.

Monsters and NPCs were also granted the ability to use their healing surges as heroic surges duplicating the "second wind" and "action point" mechanics.

Solo and Elite monsters were granted extra heroic surges.

Milestones restored 1 heroic surge per tier to each PC.

This fix worked great as we now would come out of multiple encounters with virtually NO healing surges leftover.
 

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I think fix 3 is quite interesting. Fix 2 seems like a dramatic thing to do, but... who knows, I might end up there myself. :-)

Me too. I like the idea. It reminds of something Herreman the Wise was thinking about, splitting hit points in something like "toughness points" and "combat points", with the latter also being able to use for performing special maneuvers and similar benefits.

Oh, well, and it also reminds me of Torg, which is always a plus. ;) There, possibilities were used to reduce damage (but unlike with healing surge, when it was taken, not afterwards) or to improve dice rolls. (And they were the primary measure of power and resource to keep track off. A Storm Knight without possibilities is probably dead soon.)
 

Oh, well, and it also reminds me of Torg, which is always a plus. ;) There, possibilities were used to reduce damage (but unlike with healing surge, when it was taken, not afterwards) or to improve dice rolls. (And they were the primary measure of power and resource to keep track off. A Storm Knight without possibilities is probably dead soon.)

Wow! Someone else who played TORG! :) I really enjoyed that game(except for the strange, complicated way that the magic system worked.)
 

Hell yeah TORG!

Anyway, interesting fixes you have here. The 'heroic surge' idea is very intriguing- I like it. I may have to tinker with it when I get to the point that I'm house ruling a lot of 4e stuff. The other two are simple and designed for specific flavor changes that suit your play style, which is cool. If they help enhance your enjoyment of the game, you're in good shape. :)
 


Fix 1: Why not just add 1/2 level damage to all attacks on a bloodied target? Speeds things up, makes being bloodied more dangerous, and less bookkeeping!

I'm sure Fix 2 is broken in some way, but that might not matter :p. For example, the extra damage weapon powers basically turn your at-will power into the damage potential of a daily power. A Flaming Weapon under your scenario is basically Hunter's Quarry 1 attack/encounter, and stacks with Hunter's Quarry. Is that too powerful? Maybe, maybe not.
 

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