D&D 4E Hacking 4e - Do you hack? Why did you hack?

The Essentials errata fixed the difficulty chart, IMHO, in a way that I'm quite happy with it. You may want to look at it - its in the errata documents, the Rules Compendium, the DM screen and (I think) the DM guide.

That said, making your own table is cool too.


I'll look into it. I don't own any of the Essentials products, so I was unaware of any errata pertaining to skill DCs pertaining to Essentials products.
 

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I'll look into it. I don't own any of the Essentials products, so I was unaware of any errata pertaining to skill DCs pertaining to Essentials products.

I'd recommend picking up the Rules Compendium - even if you don't care about errata, its nice having 90% of the rules for the game in one place... other than my own notes, its the only book that I bring to every game I DM.

The new skill table basically breaks down as follows:

Easy: 8 + 1/2 level
Moderate: 12 + 2/3 level (its actually a bit more complicated than that)
Hard: 18 + level

Arguably, they should have a "super-hard" category designed for "all in characters" - I have a wizard (mage) in my part who can pass the hard difficulty for arcana checks on a "2" but I think the new chart does a good job at keeping the 3 categories as being appropriately named for your average character accross the levels.
 


My only 4e hack is changing action points. I give them out for coolness, good roleplaying, and doing the recap blurb at the start of a session. They do not expire with an extended rest, but do at the end of an adventure (3 sessions). They can be used for an automatic success (but not crit) on an attack or skill check.

It seems to work well with my group.

I prefer this over extra actions as people get enough to do (minor/move/standard) on their turn. And it allows me to directly reward 'good behavior'.
 


I'm not running my 4th Ed game anymore, but amidst the menagerie of changes we had, the biggest one was probably how we dealt with Action Points (http://www.enworld.org/forum/d-d-4t...248-need-help-scarred-lands-house-rulery.html).

The game was based in White Wolf's old Scarred Lands setting, and one of the big to-dos in the Scarred Lands dealt with faith, religion, and a very hands on pantheon of gods. The d20 version of things had a what were termed "Invocation Benefits" which were a specific list of what kinds of things people would pray to each of the gods for. This could be anything from smithing a sword, to safe passage by sea, to bonuses to hit and damage followers of another god. In addition to that, there was also a lot of hazy DM suggestion as to how the gods might react to not getting enough prayer, or too much, or to having a follower pray to the "wrong" gods too many times.

For my game, we had a stack of 72 cards with different action point benefits on them. At the end of an encounter, you'd get one, and when you took an extended rest, you discarded all but one of them.

Any of the cards could be pitched for an extra move action, and you couldn't use more than one card each round.

16 of the cards were "normal" action points, and could be used to gain a standard action.

The remaining 56 cards had seven different invocations on them for each of the eight gods. If you had a card in your hand, you could, as a free action, make a Religion check (easy or medium, depending on whether it was a prayer to your principal deity) to pray for that benefit.
 


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