D&D 4E House rules for more 4e/playtest feel

jodyjohnson

Adventurer
Overall playstyle goals:
Genre simulation over world/action simulation.
More encounters per day possible, higher general threat level per encounter (not attrition based design).
Plus adding a few things back in I really liked from the playtest.

1. Hit Points are treated as hero points not lasting injuries unless you take a Lingering Wound.
Going with Hit Points as Mojo - except that last hit point.

2. Characters begin at 3rd level (0 XP).
4e-like HP, just one level away from the first feat for all.

3. MC is allowed, but after game start, switching classes also includes 250 day training time (same as learning language or tool proficiency).
Discouraging dipping other than maybe some early hybrids.

Classes
4. Classes with the Extra Attack feature can combine damage into a single roll with multiples of weapon dice (PF Vital Strike or playtest rule).
From the playtest - an option for the folks who like all in one strikes - plus I may allow this for OA or reaction actions to give them some teeth.

5. School of Evocation: Potent Cantrip – when you miss or the target saves, your cantrips still do half damage but no other effect.
From the playtest - likely removed over the DOAM debate.

6. Heavy Weapon Mastery and Sharpshooter: -5 to hit and success allows +10 damage as a bonus action.
I'd like the mechanics to match the flavor of extra effort and be a closer match to the other extra damage/attack feats. Extra effort of leverage or aiming. Swinging for the fences or the called shot to the eye.

7. Stealth: Hidden condition prevents you from being targeted, not necessarily granting the effects of attacking while unseen. This applies primarily to Mask of the Wild for Wood Elves or Naturally Stealthy for Lightfoot Halflings.
I regard this mostly as a clarification which matches the side-bar in the DMG.

8. Concentration: taking damage causes a concentration check of half damage taken or DC10 whichever is lower (So max DC is 10).
The default was no check for damage through the playtest - we felt that worked fine. Concentration on 1 effect is enough.

9. Saves: non-proficient saves get half-proficiency bonus starting at 5th (+1 at 5-8, +2 from 9-16, +3 at 17+ ).
The default of a 2 point gap between good and bad saves/defenses before ability mods worked for us in 4e.

10. Certain Intelligence, Strength, and Charisma checks allow you to use your proficiency bonus granted as a Class Feature (normally this is for checks to resist an effect).
Increase utility for the neglected saves.

Equipment clarifications:
Reach weapons have 10’ zone for triggering Opportunity Actions.

Free hands for spells, loading, and other actions will be as generous as I can handle – which ends at dual wielding and reloading hand crossbows or reloading with your shield hand. If you need to go John Woo we'll talk about dual-wielding revolvers, blasters, or black ray guns.


Early in the playtest Mike Mearls reflected that how a group handles Hit Points is a defining factor in their preferred playstyle. I agree. I like my physical injuries relatively rare but do feel there needs to be some recognition that you can be injured.

Hit Points and Healing
Default rest times are:
Short rest: 10 minutes - quick enough to have one or two during a scene area, but not so short that they occur between every combat.

Long rest: 8 hours, once per day - default.

No Hit Dice healing.
Characters recover ‘full’ hit points with a short rest (see ‘lingering wounds’).

Lingering wounds are taken when a character is reduced to 0 by a ‘lethal’ attack – roll a Hit Dice appropriate for your class and subtract from your Maximum Hit points until recovered by a long rest or magical healing. If the Die roll is a ‘1’, roll on the DMG chart for a lasting injury.

Still using Death saves. If a character fails 3 death saves and dies roll on the DMG chart to determine the details (if a result isn't already in effect).

When reducing foes to '0' hp there are a number of non-lethal options for defeating the foe depending or attack used: surrendered, ran away, weapon sundered, disarmed, knocked out, dazed/stunned, tripped and demoralized, held, etc.
 
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DM Options:

Elites, bosses, solos and whatever other opponents and NPCs also gain some benefits.

Most special plot actors get half-proficiency to saves and AC starting at CR5 unless they are using Magic Items for the same effect.
Adding in a small amount of treadmill to account for the inclusion of higher than default magic items (the default being hardly any).
 


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