With regards to the charge rule:
I would change it to:
Charging normally requires you to move at least two squares to gain the benefit from charging (+1 to attack or bull rush). You can charge by moving only one square, but you do not gain any benefit to your attack or bull rush by doing so.
This would allow them to attack and remove the (certainly illogical and hopefully unintentional) 1 square limitation. But I wouldn't go so far as to simply remove the two square limit under normal circumstances however.
Re: Daze and Stun
If I were to go for a houserule on this subject, I would just take the much simpler (and weaker) approach and allow them to spend an action point to get a free save. Sure, they only break the effect 50% of the time, but they don't have to worry about the vulnerability either. But my more likely approach is described below.
re: Minions
I had already decided that I wasn't 100% happy with minions as written. And the most obvious and simplest fix was to allow for them to become bloodied (still no need to track hp so you don't give up the greatest benefit and it adds alot to the combat). The approach I use is as follows. Attacks that miss (and still do damage) or attacks that do less than a threshold value (still in testing, currently 3+level) only bloody rather than kill the minion. Any damage to a bloodied minion kills it and any critical hit kills a minion.
The other rules I don't think I would use, although I am considering some approach to allow for more magic item uses now that the party is starting to have a few. I'll take your rule under advisement but doubt I will implement it as written.
On a related subject - the rule I am considering but haven't tried yet is (note: this is loosely based on a blog post here: Heroic Effort | A Butterfly Dreaming )
On any attack roll, saving throw or skill check a player may choose to spend an action point on a 'heroic effort'. On this attack, the player rolls his normal die and an extra die (and must distinguish which is which - I may use one of my own dice for the heroic die). If the normal die misses, he may use the heroic die instead, however he cannot critical with the heroic die (a natural 20 is treated the same as any other number and carries no special benefits, such as a critical). Abilities which allow a die to be rerolled may not be used on the heroic die.
The goal of this is to allow players to try to avoid missing those all important dailies, if they wish. Or ensure that sneak attack hits when they really need a hit. Or make sure they don't fail that third death save - this round, at least. Etc. But it doesn't allow them to (for example) ignore a hit on their main die to score a critical off of the heroic die. I feel it is balanced because they are, in essence, giving up a potential attack (the action point) for a bonus on one attack.
Carl
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.
I would change it to:
Charging normally requires you to move at least two squares to gain the benefit from charging (+1 to attack or bull rush). You can charge by moving only one square, but you do not gain any benefit to your attack or bull rush by doing so.
This would allow them to attack and remove the (certainly illogical and hopefully unintentional) 1 square limitation. But I wouldn't go so far as to simply remove the two square limit under normal circumstances however.
Re: Daze and Stun
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.
If I were to go for a houserule on this subject, I would just take the much simpler (and weaker) approach and allow them to spend an action point to get a free save. Sure, they only break the effect 50% of the time, but they don't have to worry about the vulnerability either. But my more likely approach is described below.
re: Minions
I had already decided that I wasn't 100% happy with minions as written. And the most obvious and simplest fix was to allow for them to become bloodied (still no need to track hp so you don't give up the greatest benefit and it adds alot to the combat). The approach I use is as follows. Attacks that miss (and still do damage) or attacks that do less than a threshold value (still in testing, currently 3+level) only bloody rather than kill the minion. Any damage to a bloodied minion kills it and any critical hit kills a minion.
The other rules I don't think I would use, although I am considering some approach to allow for more magic item uses now that the party is starting to have a few. I'll take your rule under advisement but doubt I will implement it as written.
On a related subject - the rule I am considering but haven't tried yet is (note: this is loosely based on a blog post here: Heroic Effort | A Butterfly Dreaming )
On any attack roll, saving throw or skill check a player may choose to spend an action point on a 'heroic effort'. On this attack, the player rolls his normal die and an extra die (and must distinguish which is which - I may use one of my own dice for the heroic die). If the normal die misses, he may use the heroic die instead, however he cannot critical with the heroic die (a natural 20 is treated the same as any other number and carries no special benefits, such as a critical). Abilities which allow a die to be rerolled may not be used on the heroic die.
The goal of this is to allow players to try to avoid missing those all important dailies, if they wish. Or ensure that sneak attack hits when they really need a hit. Or make sure they don't fail that third death save - this round, at least. Etc. But it doesn't allow them to (for example) ignore a hit on their main die to score a critical off of the heroic die. I feel it is balanced because they are, in essence, giving up a potential attack (the action point) for a bonus on one attack.
Carl