Considering some House Rules

keterys

First Post
4E has been out for a little bit, so here are the major rule changes that have occurred to me. I'm not sure which (if any) of these I'll adopt, but I'll make this post and my players can let me know if they want to adopt any.


1. 'Charging requires that you move at least 1 square from your starting square instead of 2 squares'

Why: When only allowed a standard action (because of daze or having to stand up from prone), you may attack if you are 0 squares or 2+ squares away, but not when at exactly 1 square. Abilities which push several squares and knockdown are often optimal when they leave a target exactly 1 away. Again, non-intuitive and exploitable.


2. Remove the existing minion rule, change to
'Minion Weakness
If a minion is hit for any damage, it dies. If a minion takes damage without being hit, it is not killed, but it becomes bloodied and dies the next time it takes any damage in any way.'

So, automatic damage (auras, ongoing, damage shields, etc) would bloody then kill minions, damage on miss abilities (like dailies, hammer rhythm, reaping strike, etc) would bloody then kill, etc.

Why: Because it feels unfair and unrealistic to players for their half damage or damage on miss abilities to never work on minions, while it feels cheap or too easy for automatic damage effects to kill them. Plus it allows minions to live in the "bloodied" design space with everyone else.


3. Daily Item Usage tracking
Replace the usual Daily power limitations on items with
'Using a daily item power prevents the use of any daily or encounter powers from any item in that slot until you take an extended rest.' and

'Using an encounter item power prevents the use of any daily or encounters from any item in that slot until you take a short rest.'

Example: A level 4 character with a Frost weapon, Dwarven Plate, and a Cloak of Resistance can usually use 1 of their dailies, plus an additional 1 at each milestone. Under these rules, they could use all 3 of them, but they could not acquire additional dwarven suits of armor to swap into for extra healing surges.

Why: Mostly for player sanity. Preventing someone from carrying a dozen suits of dwarven armor in a bag to get extra surges is good, but making people track the powers is somewhat annoying and can lead to players favoring passive equipment bonuses rather than more interesting power uses.


4. Daze or stun can become "no fun", at least on important creatures:
PCs, Elite, and Solo creatures may remove a stun or daze effect at any time by spending an action point. If any of these creatures is dazed or stunned at the end of its turn after making any saves, it may choose to become Immune to the appropriate condition for the encounter in exchange for acquiring a vulnerability 5 (10 at paragon, 15 at epic) to any attack that carries the condition.

Example: Orcus is stunned for a round by Prismatic Spray and fails his save. He chooses to become Immune to stun, ending the condition, but gaining Vulnerability 15 to any attack that stuns. If he is hit by a Stunning Smite later in the encounter, he takes 15 additional damage but ignores the stun effect.

Why: Everyone is there to play the game - if you can't act, you're not really playing. If you can "stun lock" a solo, you're barely playing (and it's a lot easier at high levels than you might think). The vulnerability still rewards using those attack types so that it's not a pure nerf and more just a protection against boredom.


5. Power Exchange:
You may trade in a daily attack power for an encounter power of equal or lower level. You may trade in an encounter attack power for an at-will. You may still only know a power once, even if you have multiple powers of that level. You may freely revert this change at any time (such as when you want to trade in the daily for one of higher level).

Example: A level 9 elf rogue usually has 2 at-wills, 3 encounters of levels 1,3, and 7, and 3 dailies of levels 1, 5, and 9. He desperately wants a 3rd at-will so trades his level 1 encounter power to get it. He also doesn't like any of the 5th level rogue dailies, so trades it for a 2nd level 3 encounter power. He can't take the same power twice, however.

Why: Allows greater diversity of actions without requiring extended rests. It's more predictable power, so that's fine from a DM perspective, while providing comfort for a player. While the 3rd at-will might be considered to impinge on the human's territory, losing an encounter or daily to get it is a notable cost and it allows people to play a class that they feel uncomfortable with less than 3 at-wills without _having_ to be a human. And human wizards can get 4 at-wills, if they're really interested.


6. Milestones and extended rest:
'After an extended rest, you lose all action points.'

'After almost every encounter, you gain an action point. Particularly easy encounters or ones which burn little to no resources will not qualify as a milestone for this purpose.'
For daily item powers, treat the same as action points above (starting with 0 and gaining one per encounter)

Why: Mostly to reward doing more encounters and make taking an extended rest less rewarding and the first encounter less alpha strike capable. Assuming the group is doing at least three encounters a day it should work in their favor, though.


While obviously some of these won't work for others, feel free to give me any constructive feedback. Especially if any seem downright broken or would be perfect with some minor tweak. I tried to make each have a bit of give and take, so that it was a real choice and not just "And this works less well" and "this is just cooler", but I may have completely missed. Let me know.
 
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Most look pretty okay. I especially like the Elite/Solo option.

I don't like the power-trading rules. I think they can lead to abuse and unbalance core assumptions for the game.
 

These mostly seem pretty good. Very well thought out. I may even pinch some for myself :).

The Power Exchange is slightly confusing though. How often can people switch/trade powers? when does this take place?

Also in relation to this, I would worry that people would too often opt to have more encounter powers, rather than dalies, which would reduce the cinematic nature and stuff with the game balance a little.
 

So, my thought was to limit power trading to just one of each (primarily to keep some daily resources and so that people don't excessively gimp their own character), but I am curious what abuse would be possible Mustrum? There's a greater swing to the game from dailies in general so barring a couple specific powers (which you can't double up on), I'm not seeing where losing a daily for an encounter would break things.

And yeah, I should add in words for timing - say you can make the trade when you level and unmake the trade at any extended rest. Could just make them both at level, I just wanted to make it easy for people to undo a mistake if they felt they made one (I expect people to go 'Oooh, I want another at-will, I don't care about this daily' then a few combats later go 'Okay... yeah, I haven't used that third at-will yet, umm...'
 

1. 'Charging requires that you move at least 1 square from your starting square instead of 2 squares'[/FONT]

Why: When only allowed a standard action (because of daze or having to stand up from prone), you may attack if you are 0 squares or 2+ squares away, but not when at exactly 1 square. Abilities which push several squares and knockdown are often optimal when they leave a target exactly 1 away. Again, non-intuitive and exploitable.
IMHO this is deliberate in the rules. This is the Improved Trip of 4e: you're down and somewhat screwed. It's a situation that rewards Acrobat Boots, Shifty, Warlords who can give you a free Shift, etc.


2. Remove the existing minion rule, change to[/FONT]
'Minion Weakness[/FONT]
If a minion is hit for any damage, it dies. If a minion takes damage without being hit, it is not killed, but it becomes bloodied and dies the next time it takes any damage in any way.'[/FONT]

So, automatic damage (auras, ongoing, damage shields, etc) would bloody then kill minions, damage on miss abilities (like dailies, hammer rhythm, reaping strike, etc) would bloody then kill, etc.
Not a terrible rule. Also gives a benefit to Tieflings who can clean up Bloodied dudes.


3. Daily Item Usage tracking
Replace the usual Daily power limitations on items with
'Using a daily item power prevents the use of any daily or encounter powers from any item in that slot until you take an extended rest.' and[/FONT]
'Using an encounter item power prevents the use of any daily or encounters from any item in that slot until you take a short rest.'

Example: A level 4 character with a Frost weapon, Dwarven Plate, and a Cloak of Resistance can usually use 1 of their dailies, plus an additional 1 at each milestone. Under these rules, they could use all 3 of them, but they could not acquire additional dwarven suits of armor to swap into for extra healing surges.

Why: Mostly for player sanity. Preventing someone from carrying a dozen suits of dwarven armor in a bag to get extra surges is good, but making people track the powers is somewhat annoying and can lead to players favoring passive equipment bonuses rather than more interesting power uses.
Wealth rules also impose this limit, albeit implicitly. I think you're giving a concrete power boost in trade for an illusory limitation.


4. Daze or stun can become "no fun", at least on important creatures:
PCs, Elite, and Solo creatures may remove a stun or daze effect at any time by spending an action point. If any of these creatures is dazed or stunned at the end of its turn after making any saves, it may choose to become Immune to the appropriate condition for the encounter in exchange for acquiring a vulnerability 5 (10 at paragon, 15 at epic) to any attack that carries the condition.
First bit sounds good -- action point = extra action, so getting out of Stun one round early is perfectly balanced. Second bit, I dunno. It's not an even trade. You will suffer more than 15 HP extra damage due to being stunned for a round.

5. Power Exchange:[/FONT]
You may trade in a daily attack power for an encounter power of equal or lower level. You may trade in an encounter attack power for an at-will. You may still only know a power once, even if you have multiple powers of that level. You may freely revert this change at any time (such as when you want to trade in the daily for one of higher level).
As a Wizard, I'd gladly trade an Encounter power for another At-Will.


6. Milestones and extended rest:
'After an extended rest, you lose all action points.'[/FONT]
'After almost every encounter, you gain an action point. Particularly easy encounters or ones which burn little to no resources will not qualify as a milestone for this purpose.'[/FONT]
For daily item powers, treat the same as action points above (starting with 0 and gaining one per encounter)[/FONT]

Why: Mostly to reward doing more encounters and make taking an extended rest less rewarding and the first encounter less alpha strike capable. Assuming the group is doing at least three encounters a day it should work in their favor, though.
Sounds decent. Be aware that you're encouraging a different meta-game mechanic than post-rest alpha-strike: you're encouraging PCs to leave exactly one just-hard-enough encounter before they alpha-strike.

Seriously, imagine that the PCs are hacking their way through the dungeon until they barely survive an encounter, and decide to take an extended rest. After waking up, they discover a big door with BOSS FIGHT written on it (in blood). Do they go looking for a wandering monster to "power up" on, or do they kick in the door while underpowered?

Cheers, -- N
 

So, my thought was to limit power trading to just one of each (primarily to keep some daily resources and so that people don't excessively gimp their own character), but I am curious what abuse would be possible Mustrum? There's a greater swing to the game from dailies in general so barring a couple specific powers (which you can't double up on), I'm not seeing where losing a daily for an encounter would break things.

I am not sure if abuse is the right choice of words. But in a way, getting more encounter powers in exchange for dailies means that you can go on longer, and that you will be more effective in each individual encounter then someone that has to save his dailies for the moment it counts. If you don't run in many high level encounters, the extra encounter power will be more useful. While you can't "spike" as much as with daily powers, every encounter you are a little more effective then the base-line, allowing you to fight shorter battles in your favor (less damage taken).

If the entire party does this, you might make daily power items more valuable, as action point related features, and in fact increase the overall powerlevel of the party. (IIt has more encounter powers each day, and still lots of daily item powers it can use.)

A thing that might not affect balance is the fact that the party just can go longer each day.

The effects might overall be negligible if you allow only "sacrificing" one daily power.
 

I don't like the power-trading rules. I think they can lead to abuse and unbalance core assumptions for the game.
I also feel that it - sort of - steals the thunder of humans. I think it's a good thing to keep it pretty unique (but then, I feel the boots of teleportation in the AV excerpt are a design error).

I guess a better solution would be making new encounter/abilities that the player likes better.

Cheers, LT.
 

IMHO this is deliberate in the rules. This is the Improved Trip of 4e: you're down and somewhat screwed. It's a situation that rewards Acrobat Boots, Shifty, Warlords who can give you a free Shift, etc.

I don't think it's deliberate that the most effective use of 'push 7 and knocks prone' is often to push 1 and knock prone, or that you want to move _exactly_ 1 away from someone who is dazed and ensure that there are no lines they can charge through (or that they lead past a fighter).

I think it's "well, you should need momentum to charge and we've been doing 10 feet for 8 years so that's still good".


Wealth rules also impose this limit, albeit implicitly. I think you're giving a concrete power boost in trade for an illusory limitation.

This one is indeed a power boost, but mostly in exchange for not having to track daily uses for the players. Or to track the players who are bad at tracking, for me. It's more simple and encourages using whatever is interesting for a slot over 'Well, I've already got 3 daily uses so nah, not useful to me'

First bit sounds good -- action point = extra action, so getting out of Stun one round early is perfectly balanced.

Well, it's still an advantage, but yeah, it's nice.

Second bit, I dunno. It's not an even trade. You will suffer more than 15 HP extra damage due to being stunned for a round.

Of course you will - but it helps both PCs and a subset of monsters and makes the game more fun by removing the possibility of stun locking. You can still be stunned for, say, 1/8th of a combat but after that you can choose to act at a penalty.

As a Wizard, I'd gladly trade an Encounter power for another At-Will.

Which will probably make you less powerful, but make you a lot happier playing the wizard. Which is all well and good.

Sounds decent. Be aware that you're encouraging a different meta-game mechanic than post-rest alpha-strike: you're encouraging PCs to leave exactly one just-hard-enough encounter before they alpha-strike. Seriously, imagine that the PCs are hacking their way through the dungeon until they barely survive an encounter, and decide to take an extended rest. After waking up, they discover a big door with BOSS FIGHT written on it (in blood). Do they go looking for a wandering monster to "power up" on, or do they kick in the door while underpowered?

Except they also have all of their daily powers and surges available to them then - if they go deal with an encounter, it has to be a serious enough one to cost resources - so not 'we find a kobold' and more 'Wait, this looks serious - do we want to check on that one room we skipped before we go in?'... and that might well cost them a daily or burn a solid chunk of a wizard or rogue's surges, etc. And it's no worse than the current 'Let's find another quick fight or skill challenge so we hit a milestone'.

But, yeah, I dunno, just throwing it out there. I'd not be surprised if no one cared enough to want to use it. I expect at least some of my players to just be like 'Nah, screw house rules'

Aside: skill challenges satisfying milestones was really disconcerting in LFR, cause you often start with a skill challenge or two then hit combat, so you tend to have APs the whole adventure.
 

I think it's "well, you should need momentum to charge and we've been doing 10 feet for 8 years so that's still good".
Well, now we're talking designer intent, and that's a black hole.

Let me say this: I don't think it's bad that there are reasons to sometimes your powers to less than their maximum value. Rather, I think it's the sign of a decent tactical game.

Which will probably make you less powerful, but make you a lot happier playing the wizard. Which is all well and good.
Dunno if I'd call getting Illusory Ambush at-will as less powerful than Burning Hands (or any of the other 1st level Encounter powers). The at-will is going to be useful in a lot more situations.

And it's no worse than the current 'Let's find another quick fight or skill challenge so we hit a milestone'.
It's similar to that, yes. Particularly if they've identified a skill challenge (like a trap) that likely will wait around, as opposed to monsters which may be more likely to travel.

Anyway, there's nothing at all wrong with changing the meta-game dynamics like you're proposing. IMHO it's very important to know what you're changing, and then choose the changes that implement the game as you want it to play.

Cheers, -- N
 

Were I running just about any character, I'd probably trade all my Dailies for Encounter powers if I were allowed to do so.

Encounter powers aren't that much weaker, and using them every combat is a big benefit.

-O
 

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