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Hacking 4e - Do you hack? Why did you hack?
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<blockquote data-quote="Argyle King" data-source="post: 5788041" data-attributes="member: 58416"><p>I'm not sure these changes are enough to be considered a 'hack.' These are houserules I've made though.</p><p></p><p>- I rewrote the skill challenge DC table</p><p></p><p>Why? The math from DMG1 sometimes doesn't work right; the math from DMG2 is so laughably easy that it's often just faster to tell the player they succeeded instead of bothering with rolling.</p><p></p><p>- I handle solos and elites far differently. Without getting into too much detail, I'll say that elites are regular monsters (normal HP,) but with the benefits of being an elite (bonus to saves, better defenses - sometimes, more powers than the typical monster, and an action point.) Solos essentially have elite HP, but with solo benefits (bigger bonus to saves; multiple action points; more interrupt powers and abilities to deal with multiple foes.)</p><p></p><p>Why? I was tired of the grind which most fights evolved into when using the normal setup. I also wanted to use more creatures in an encounter during a boss fight sometimes; not always need to scale back.</p><p></p><p>This is still something I'm experimenting with. Thus far, it seems to work well.</p><p></p><p>- I use a different XP budget chart.</p><p></p><p>Why? This ties into what I previously mentioned about elites and solos. I'm away from my notes at the moment, but I believe I have it worked out that elites are worth 1.5 regular monsters, and solos are worth 2 elites (so 3 normal monsters.) Depending on level, it can take anywhere from 4-8 minions to equal one regular monster. </p><p></p><p>This is still a work in progress, but it also seems to work well so far.</p><p></p><p></p><p></p><p>There are changes I'd like to make beyond that; some of them quite severe, but -at that point- I usually find it easier to use one of the toolkit systems I own and just build the game I want with a system which assumes I'm doing that anyway.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5788041, member: 58416"] I'm not sure these changes are enough to be considered a 'hack.' These are houserules I've made though. - I rewrote the skill challenge DC table Why? The math from DMG1 sometimes doesn't work right; the math from DMG2 is so laughably easy that it's often just faster to tell the player they succeeded instead of bothering with rolling. - I handle solos and elites far differently. Without getting into too much detail, I'll say that elites are regular monsters (normal HP,) but with the benefits of being an elite (bonus to saves, better defenses - sometimes, more powers than the typical monster, and an action point.) Solos essentially have elite HP, but with solo benefits (bigger bonus to saves; multiple action points; more interrupt powers and abilities to deal with multiple foes.) Why? I was tired of the grind which most fights evolved into when using the normal setup. I also wanted to use more creatures in an encounter during a boss fight sometimes; not always need to scale back. This is still something I'm experimenting with. Thus far, it seems to work well. - I use a different XP budget chart. Why? This ties into what I previously mentioned about elites and solos. I'm away from my notes at the moment, but I believe I have it worked out that elites are worth 1.5 regular monsters, and solos are worth 2 elites (so 3 normal monsters.) Depending on level, it can take anywhere from 4-8 minions to equal one regular monster. This is still a work in progress, but it also seems to work well so far. There are changes I'd like to make beyond that; some of them quite severe, but -at that point- I usually find it easier to use one of the toolkit systems I own and just build the game I want with a system which assumes I'm doing that anyway. [/QUOTE]
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