House Rules

Immolate

First Post
4E has been (probably) the most extensively pre-viewed new edition of Dungeons and Dragons in its 30-year history. We've all seen a thing or two that we object to. With the qualifier that we've yet to see the entire rule-set, and understanding that everyone retains the right to change their mind or "try it out", what house rules do you already forsee using in your campaigns?

My group has always taken a hard line on death. We want it to be meaningful in a significant way. An entire sub-system of house rules has grown around that concept.

First, rule zero of death in our games is that death is final. There is no coming back.

Second, because death is final, we allow characters to to negative ten-plus-con-bonus before they are dead.

Third, for the same reason, we spend a mandated five minutes after a character dies, reconsidering all of the events that led to that death and making sure that no bonuses were forgotten, no debuffs missed on the bad guys, etc.

Finally, we allow new characters to start at half the average xp total of the group, at the player's discretion.

So how does that translate over into 4E? At the Epic levels, epic destinies codify the temporary nature of death to the point that you can't simply tweak them to remove the undesired effect. It makes the use of epic destinies, as they stand, impossible for us to incorporate.

But I like the idea of a third-tier specialization track, so we'll put some time and effort into creating a number of epic destinies that are consistent with a theme, but avoid incorporating immortality into the template (at least until the destiny is complete).

We've long used enduring campaign worlds where the old characters live on as legends and real-world actors who influence future campaigns. I think that is a good devise that adds depth and color to the world. I believe that most players will choose a destiny that leaves their character "in the world" for that reason. We think of it as retirement, and in retirement, characters naturally go off to pursue their individual passions, be it creating a school or becoming a farmer or getting into politics. They aren't a group anymore, so their influence doesn't become overwhelming. The DM has the choice of deciding how successful the former characters become, and they are his characters at that point, to do with as he wishes.
 

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I'll be running a nine game mini-campaign using no house rules whatsoever (except that the players can fully rebuild their heroes each game, to try out new options.) I want to fully understand how the system works before I change anything.

So far, I only plan to house rule non-mechanical flavor aspects of the game. Dragonborn have tails, tieflings look a little more human. Pretty minor, really.
 

No house rules at all for the first run (WotC seems like a trustworthy bunch eh?)

However there is a LONG list of rules that the players must abide by (mainly me).

Most involve power tools or open flame ;)
 

I could potentially see myself allowing the Novice Power feat to allow trading in the at-will power from the secondary class that you can use once per encounter for a real per-encounter power. If it doesn't already. That's in part because our parties usually consist of only 3 PCs, so traditionally everyone has to try and cover a little more ground. Other than that, I haven't really given it any thought and probably won't for a few months to come.


cheers
 

Piratecat said:
I'll be running a nine game mini-campaign using no house rules whatsoever (except that the players can fully rebuild their heroes each game, to try out new options.) I want to fully understand how the system works before I change anything.
Pretty much the same here. I want to see how it all fits first before I start monkeying with it. Then we try the house rules (I am sure there will be some besides elimination of a couple of classes and races.) Finally we convert the campaign from 3.5 to 4E.
 

Repeat of 'need to know the system,' with the exception of diagonals: definitely using 1-2-1-2 (and will abandon the system if for some strange reason that breaks the system).

Other than that axiomatic taste issue... we'll see!

Things I'm excited about possibly houseruling is reducing magic/healing, magic items, only playing in levels 1-10, and similar.

If rituals prove useful/interesting, I'm very interested to see if I can make mages who only do magic slowly/out of combat (and probably function as Warlords or similar in combat).
 

Ooops. I know my campaign will contain houserules for Craft and Profession skills, but that is an easy add. (As a freebie, take a major and a minor. Done.)
 

Immolate said:
4E has been (probably) the most extensively pre-viewed new edition of Dungeons and Dragons in its 30-year history. We've all seen a thing or two that we object to. With the qualifier that we've yet to see the entire rule-set, and understanding that everyone retains the right to change their mind or "try it out", what house rules do you already forsee using in your campaigns?

My group has always taken a hard line on death. We want it to be meaningful in a significant way. An entire sub-system of house rules has grown around that concept.

First, rule zero of death in our games is that death is final. There is no coming back.

Second, because death is final, we allow characters to to negative ten-plus-con-bonus before they are dead.

Third, for the same reason, we spend a mandated five minutes after a character dies, reconsidering all of the events that led to that death and making sure that no bonuses were forgotten, no debuffs missed on the bad guys, etc.

Finally, we allow new characters to start at half the average xp total of the group, at the player's discretion.

So how does that translate over into 4E? At the Epic levels, epic destinies codify the temporary nature of death to the point that you can't simply tweak them to remove the undesired effect. It makes the use of epic destinies, as they stand, impossible for us to incorporate.

But I like the idea of a third-tier specialization track, so we'll put some time and effort into creating a number of epic destinies that are consistent with a theme, but avoid incorporating immortality into the template (at least until the destiny is complete).

We've long used enduring campaign worlds where the old characters live on as legends and real-world actors who influence future campaigns. I think that is a good devise that adds depth and color to the world. I believe that most players will choose a destiny that leaves their character "in the world" for that reason. We think of it as retirement, and in retirement, characters naturally go off to pursue their individual passions, be it creating a school or becoming a farmer or getting into politics. They aren't a group anymore, so their influence doesn't become overwhelming. The DM has the choice of deciding how successful the former characters become, and they are his characters at that point, to do with as he wishes.
Epic Destinies might indeed be a problem for you, no doubt about that. I think the Archmage example of "once per day, if you die" can work even with your concept - death can still be final if the arcane spirit is destroyed, and you're not really returning from the land of the dead, you just change. Some reflavouring on how to use the ability might be all you need. I don't know about the other destinies and their "once per day, if you die" abilities, there might be examples where it is just hard to have t make sense.

Otherwise, it looks just like you might want to remove the raise-dead ritual and allow characters to stabilize on their own with their Death Save.

---

At this time, I don't really see any need for house rules. We haven't house ruled much in 3E, either.
 

I think what we've seen in 4E on the "rules of death" has been good for our particular approach. Using the "three-strikes-you're out" and neg hitpoints/2 to establish death makes it harder to die so quickly that nobody can do anything about it, but still not impossible. When death is final, that's a good thing.

I wouldn't bother to mention the whole death thing in the first place were it not for the prevalence of independant resurrection in the epic destinies. We'd just go with the old standby that spells like ressurrection and raise dead aren't in it. But Epic destinies are not only cool in concept, they allow for customization within a theme that is attractive as an option. Unfortunately, so much of the worth of the destinies is tied into the character's ability to overcome death that they are pretty much a non-viable option if you remove that part without replacing it with something of equal weight.
 


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