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House Rules (DnD 4.1b1)
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<blockquote data-quote="CapnZapp" data-source="post: 4579799" data-attributes="member: 12731"><p>Hello Banjo,</p><p></p><p>Always interesting to see what houserules (and therefore problems) other people seem to favor.</p><p></p><p>Some notes:</p><p>* Dispose. Perhaps an easier solution is for the DM to have the power to turn any monster into a minion to keep up the drama steam. (That it, it loses all its hit points but one and doesn't take damage from a missed attack. Its bloodied/unbloodied status never changes)</p><p></p><p>* Damage Flattening. I too find that damage rolls have lost much of their relevance, when monsters have so many hit points. I'm running with powers always doing maximum damage, however. A bit simpler calculations than your system.</p><p></p><p>One thing though - have you increased damage equally for all damage dice?</p><p></p><p>d4: 2.5 to 3 is +0.5 or <strong>+20%</strong></p><p>d6: 3.5 to 4.5 is +1 or <strong>+28.6%</strong></p><p>d8: 4.5 to 6 is +1.5 or <strong>+33.3%</strong></p><p>d10: 5.5 to 7.5 is +2 or <strong>+36.3%</strong></p><p>d12: 6.5 to 9 is +2.5 or <strong>+38.5%</strong></p><p></p><p>If your players are fine with this, I am too. Otherwise I wouldn't be surprised if everyone gravitated towards the biggest weapon (die) they could find!</p><p></p><p>* Heroic burst</p><p>Personally I feel healing surges are the most scarce resource. Requiring you to lose one each time you use up an action point to me only brings the party faster to the point when they must rest for the day. In other words, this rule encourages you to go "nova", then rest.</p><p></p><p>* Floating xp</p><p>I too recommend you to make it easy on yourself applying a factor to each encounter's XP, instead of shuffling xp back and forth.</p><p></p><p>And I too ask you to keep the increase in xp throughout the remainder of the day, for the reason given.</p><p></p><p>Which numbers that work I have no idea (whether its 50/75/100/125/150/150/150... percent or something else) . Let's hear your experiences from actual play!</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4579799, member: 12731"] Hello Banjo, Always interesting to see what houserules (and therefore problems) other people seem to favor. Some notes: * Dispose. Perhaps an easier solution is for the DM to have the power to turn any monster into a minion to keep up the drama steam. (That it, it loses all its hit points but one and doesn't take damage from a missed attack. Its bloodied/unbloodied status never changes) * Damage Flattening. I too find that damage rolls have lost much of their relevance, when monsters have so many hit points. I'm running with powers always doing maximum damage, however. A bit simpler calculations than your system. One thing though - have you increased damage equally for all damage dice? d4: 2.5 to 3 is +0.5 or [B]+20%[/B] d6: 3.5 to 4.5 is +1 or [B]+28.6%[/B] d8: 4.5 to 6 is +1.5 or [B]+33.3%[/B] d10: 5.5 to 7.5 is +2 or [B]+36.3%[/B] d12: 6.5 to 9 is +2.5 or [B]+38.5%[/B] If your players are fine with this, I am too. Otherwise I wouldn't be surprised if everyone gravitated towards the biggest weapon (die) they could find! * Heroic burst Personally I feel healing surges are the most scarce resource. Requiring you to lose one each time you use up an action point to me only brings the party faster to the point when they must rest for the day. In other words, this rule encourages you to go "nova", then rest. * Floating xp I too recommend you to make it easy on yourself applying a factor to each encounter's XP, instead of shuffling xp back and forth. And I too ask you to keep the increase in xp throughout the remainder of the day, for the reason given. Which numbers that work I have no idea (whether its 50/75/100/125/150/150/150... percent or something else) . Let's hear your experiences from actual play! [/QUOTE]
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