haran.banjo
First Post
Hello everyone, I'm starting this thread (also to say hello as a fresh-new member of this community!
) to list all the changes we made to the 4e rules in our home campaign.
Feel free to comment, any criticism will be appreciated!
Keep in mind that some ideas may already have appeared on these boards. This is by no means a plagiarsim tentative or something like that, but our collection of house rules.
I'll try to keep this thread updated with changes/additions.
Dispose
Opinion: Too often happens that a monster remains on the battlefield without having a single chance to defeat the PCs or turning the tables (besides a streak of 1s from PCs and of 20s from the monster, but that's . . . pointless). We found that typically the monster stays alive and injures 1 character, forcing him to spend an Healing Surge at the end of the encounter.
Solution: when the DM deems the situation appropriate, he can mark one or more monsters as "disposable", declaring this to the players. Anyone can spend 1 Healing Surge as a Free Action to instantly kill the monster.
This rule should be used with extreme caution. In some occasion, to speed up gameplay, the DM may force a player to spend a HS to "dispose" of the monster, or force the group to choose 1 character that MUST spend an HS to "dispose" of the monster.
Damage Flattening
Opinion: combat in 4e is too slow and sluggish (as always was also in previous edition), especially if you have players/DM that like to have the encounters to flow without many pauses.
Solution: our solution was to flatten the damage interely. The only rolls required in combat are the to-hit (more generically, the d20 ones).
The dice is assumed to always roll a fixed number:
The floating point numbers are rounded down. So 1d6 = 4, but 2d6 = 9.
Milestones (includes Healing Surge, Action Points and 5-minutes-day)
Opinion: milestones are an awkward gaming mechanic. I have a feeling that they were introduced to avoid the 5-minutes-day that plagues games like DnD - the characters unleash all of their abilities in the first encounter, then rest to recover. Rinse and repeat.
Solution: the solution is in 2 points:
- Heroic Burst -
We removed Milestones and Action Points entirely. We instead made a broader usage of Healing Surges.
So, in addition to use Second Wind, you can actively consume an Healing Surge during an encounter to perform an Heroic Burst. An Heroic Burst is a Free Action that has the same effect of spending an Action Point. You can only do this once per encounter, and the Healing Surge used in this way is wasted (ie: doesn't heal anything).
- Floating XP Reward -
Instead of Milestones, to gratify the players that can handle multiple encounters per day comes the Floating XP Reward (FXR). This mechanic removes a number of XP from the first 2 encounters of the day, only to give them back (doubled!) in the third and fourth encounter. The number is left entirely to your taste. Just write down how many XP you removed from encounter 1 and 2, so you can give them in encounters 3 and 4. Encounters from 5 and over are handled normally.
An example:
Without FXR >>>
Enc 1: 2000 xp
Enc 2: 3000 xp
Enc 3: 2500 xp
Enc 4: 3300 xp
With FXR >>>
Enc 1: 1500 xp (removed 500 xp)
Enc 2: 2750 xp (removed 250 xp)
Enc 3: 3000 xp (added 250 x 2 xp)
Enc 4: 4300 xp (added 500 x 2 xp)
The DM can ALWAYS rule an exception and float the XP accordingly.

Feel free to comment, any criticism will be appreciated!

Keep in mind that some ideas may already have appeared on these boards. This is by no means a plagiarsim tentative or something like that, but our collection of house rules.
I'll try to keep this thread updated with changes/additions.
Dispose
Opinion: Too often happens that a monster remains on the battlefield without having a single chance to defeat the PCs or turning the tables (besides a streak of 1s from PCs and of 20s from the monster, but that's . . . pointless). We found that typically the monster stays alive and injures 1 character, forcing him to spend an Healing Surge at the end of the encounter.
Solution: when the DM deems the situation appropriate, he can mark one or more monsters as "disposable", declaring this to the players. Anyone can spend 1 Healing Surge as a Free Action to instantly kill the monster.
This rule should be used with extreme caution. In some occasion, to speed up gameplay, the DM may force a player to spend a HS to "dispose" of the monster, or force the group to choose 1 character that MUST spend an HS to "dispose" of the monster.
Damage Flattening
Opinion: combat in 4e is too slow and sluggish (as always was also in previous edition), especially if you have players/DM that like to have the encounters to flow without many pauses.
Solution: our solution was to flatten the damage interely. The only rolls required in combat are the to-hit (more generically, the d20 ones).
The dice is assumed to always roll a fixed number:
Code:
d4: 3
d6: 4.5
d8: 6
d10: 7.5
d12: 9
The floating point numbers are rounded down. So 1d6 = 4, but 2d6 = 9.
Milestones (includes Healing Surge, Action Points and 5-minutes-day)
Opinion: milestones are an awkward gaming mechanic. I have a feeling that they were introduced to avoid the 5-minutes-day that plagues games like DnD - the characters unleash all of their abilities in the first encounter, then rest to recover. Rinse and repeat.
Solution: the solution is in 2 points:
- Heroic Burst
- Floating XP Reward
- Heroic Burst -
We removed Milestones and Action Points entirely. We instead made a broader usage of Healing Surges.
So, in addition to use Second Wind, you can actively consume an Healing Surge during an encounter to perform an Heroic Burst. An Heroic Burst is a Free Action that has the same effect of spending an Action Point. You can only do this once per encounter, and the Healing Surge used in this way is wasted (ie: doesn't heal anything).
- Floating XP Reward -
Instead of Milestones, to gratify the players that can handle multiple encounters per day comes the Floating XP Reward (FXR). This mechanic removes a number of XP from the first 2 encounters of the day, only to give them back (doubled!) in the third and fourth encounter. The number is left entirely to your taste. Just write down how many XP you removed from encounter 1 and 2, so you can give them in encounters 3 and 4. Encounters from 5 and over are handled normally.
An example:
Without FXR >>>
Enc 1: 2000 xp
Enc 2: 3000 xp
Enc 3: 2500 xp
Enc 4: 3300 xp
With FXR >>>
Enc 1: 1500 xp (removed 500 xp)
Enc 2: 2750 xp (removed 250 xp)
Enc 3: 3000 xp (added 250 x 2 xp)
Enc 4: 4300 xp (added 500 x 2 xp)
The DM can ALWAYS rule an exception and float the XP accordingly.