House Rules

I remember reading a book from the Dragon Lance campaign setting where Raistlin was asked to pull of yet another high level spell. He said he couldn't do that. (he had obviously used his encounter/daily powers ;) ). He was asked again, because his comrades were dying... He asked if it was really what they wanted - and they said yes. He managed to pull of the spell but was severely drained.

If my players come in comparable situation, I would be inclined to allow them to use a daily power twice in a day, but with a serious downside. For instance one quarter hp drained* for the next few days and a -2 penalty to everything the until the end of a second long rest.

*drained as in can't be healed with magic
 

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Blackbrrd said:
*drained as in can't be healed with magic
What about a healing surge? Allowing a second use of a daily in exchange for giving up one healing surge (1/4 of total hp) is something players would be doing all the time.
 

The one thing that I'm not sure about straight off the bat is Eladrin teleporting around at level 1, and I may make a house-rule to change that (e.g. 'can step from the real world into the feywild, or back again' as the encounter power, or something else... I've not seen enough yet to know.

It is just that 1st level teleportation seems to create gaping problems in campaign world design from where I'm sitting.



I'm also curious to see how marking works out, because if it turns out to be a pain in the neck I might do something about that. We'll see though.

Cheers
 

Blackbrrd said:
If my players come in comparable situation, I would be inclined to allow them to use a daily power twice in a day, but with a serious downside. For instance one quarter hp drained* for the next few days and a -2 penalty to everything the until the end of a second long rest.

*drained as in can't be healed with magic

Perhaps if doing that burnt off all their remaining healing surges and weakened them, it would give the flavour (and prevent people just healing themselves back up again)
 

Plane Sailing said:
Perhaps if doing that burnt off all their remaining healing surges and weakened them, it would give the flavour (and prevent people just healing themselves back up again)

That might be a bit more like it - something that'd really give the players pause for thought before going through with it.
 

I’m going to run it strictly by the book for a couple of months before I do any house ruling.

However, it’s critical to my enjoyment of the game that there be rules for secondary skills of some kind. If they aren’t spelled out in the DMG then I’ll have a simple system tied in with character backgrounds.

I’m sure there’s an encumbrance system in there somewhere and I hope for pity’s sake that it’s simple, something like the MI slots. If not, it will have to be developed.

One subject I haven’t seen from WotC or read about on the forum is ‘item saving throws’ or some system for property destruction (careful forum reader, feel free to correct me). I’m a big fan of destroying your stuff if you jump into a river, get hit by a fireball, fall off a cliff, etc. Ever since someone decided to dungeon-delving with a backpack full of Greek-fire…

Cosmetic changes to Dragonborn (i.e. they have tails no breasts) and Tieflings (not so impish looking) – I had no idea how many people are against it, I don’t feel like such a freak anymore.

I developed a campaign last year centered on bards and monks but decided not to start it until 4e came out… oops. There may be some homebrew classes until then (Arcane Leader and Divine Striker, respectively) I really don’t want to do that but I’m not sure I can wait a year either.
 

Plane Sailing said:
The one thing that I'm not sure about straight off the bat is Eladrin teleporting around at level 1, and I may make a house-rule to change that (e.g. 'can step from the real world into the feywild, or back again' as the encounter power, or something else... I've not seen enough yet to know.

It is just that 1st level teleportation seems to create gaping problems in campaign world design from where I'm sitting.
Can you elaborate? How does the Eladrin's ability to teleport 25' once per encounter effect world design? I'm just curious as to your logic behind this.
 


Khaalis said:
Can you elaborate? How does the Eladrin's ability to teleport 25' once per encounter effect world design? I'm just curious as to your logic behind this.

Basically as centre-of-all said, and more.

When eladrin are a core race, and thus as relatively common as any other race...

How would any business prevent themselves being robbed blind by eladrin rogues? Locks and barred gates would go from being the standard defensive measure to completely useless. Castles would be built with 25ft thick walls to prevent any eladrins just stepping past them. Prison cells would (presumably) have to be underground to prevent fey-stepping out of them (if the teleport is flavoured as stepping into the feywild and out again somewhere else).

All kind of world-related changes could be made as logical counters to the problem, but then you've got to think of them all and make them, and it drags everything away from the 'standard' fantasy world that underlies most settings at low level IMO.

I'd be tempted to allow all Eladrin to sense places where you can step between the real and the feywild (which would be a great plot and adventure device) and then allow a racial feat to be picked up at higher level to enable the teleport ever 5 minutes thing.

Cheers
 

I'll set the milestone every 4 encounters. This is the only change i want to do, since my DMing style favours a large number of medium difficulty encounters instead of 1-2 hard encounters.
 

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