House Ruling 4E? How common

Nathal

Explorer
I'm curious how often DMs "house rule" their 4E games to fit their taste and/or player preferences? I remember most of my prior GMs (of many systems in fact) would house rule stuff, so much in fact that I rarely expected to play the same game in several different groups. I too had plenty of house rules for my 2nd Edition games when I last ran D&D on a consistent basis (I switched to Lejendary Adventure for a while before writing my own system after that, but I digress).

Anyway, I'm curious to know if 4E is played without changes to rules more often? Anecdotes are welcome...

Side note: I imagine DDI would have an impact on that sort of thing, though I hear it's "house rule friendly".
 

log in or register to remove this ad

None yet. I like to play with a system as is before I start to House Rule it. So far there are things I and the players might dislike, but nothing so bad that we house ruled it.
 

Only little things. If your multiclass feat skill is one you already have you get skill focus, expertise for free, and a little tweaking of rituals.
 


My current GM has a 12 page document of house rules, most of them small tweaks to balance, some changes for fun (if you've grabbed someone, moving them is a move action instead of a standard action), but nothing significant.

Me? When I run a full campaign, I'm adding in a wound system, making multiclassing pretty much free, giving extra abilities for flavor, and having setting based additions.

Most house rules pretty much come down to "we don't need to take the rules as written so seriously."
 

I think the only house rule we have right now is that anything that requires a minimum amount of movement (particularly running jumps) that the character move in roughly a straight line. This came up during an Eberron game where a character would take a step back, and then a step forward, and use that as his justification for a "2 square running start".

I also want, in a similar vein, to set up a rule that says any power that requires a minimum of movement (move four squares to get a damage bonus, etc...) that the character can't just "run in a circle" or something silly like that.

When I start running Dark Sun, I'll be a bit more liberal with the house rules. I have a few figured out already.
 

You know, attitudes toward house ruling is something that I've observed changing over time. Me and my current group discuss this since we've noticed several trends in house ruling over the years and I'm starting to house rule my 4E game.

In the 1E days, house rules were often used to make the game playable, according to the tastes and preferences of a particular group. Most commonly, you used alternate ability score generation methods. Other little touches were usually put in to make the game less lethal (like re-rolling hit points or something like that). But the truth of the matter is that in 1E, no one really knew the rules as written all that well. We just read the books, made characters, and played. If we didn't know something, we made it up and kept the game going.

In 2E, many DMs house ruled in order to tweak the game to fit their setting. In many ways, 2E was one of the most interesting times to play D&D because many DMs spoke of their games in terms of creating an ongoing narrative or at least a shared setting. Many DMs house ruled simply because they wanted to change a basic premise of the game in their own setting ("elves can be paladins"), or because they wanted to adhere more closely to a preferred milieux ("clerics of the war god can use swords.")

When 3E rolled around, there was a major shift in attitudes towards house rules. Most players and DMs were willing to accept additional options (new feats, deities, magic items, spells, et cetera), but seemed resistant to fundamental changes in the rules themselves (methods for determining initiative, hit points, weapon damage and the like). Many espoused a viewpoint that the rules were now carefully balanced by a large and diverse body of professional game designers, and with this perception of quality, were loathe to make changes. Even when dissatisfied with certain rules (grappling, attacks of opportunity), they generally played by the rules as written and ignored what they didn't like rather than trying to house rule it.

Now that 4E has come around, I'm noticing that most 4E groups are splitting into one of two camps. There are those who handwave anything not covered by the rules, either letting the DM adjudicate something on the fly or dismissing the incident in question as not being something that adventurers worry about.

I'm in the latter camp, the one who feels that the 4E rules aren't quite complete enough to be intuitive, and I sometimes yearn for a bit more procedural detail to avoid butting heads with players at the table. I played an entire campaign through the heroic tier and into paragon before I started house ruling.

In my new heroic campaign, I've got the following house rules:

• Attacks have no effects other than those listed in their rules text. Page 42 of the DMG has caused me alot of trouble. I've had players throwing page 42 in my face for "actions the rules don't cover" to justify attempts to decapitate/dismember enemies, lasso and trip enemies with a spiked chain, disarm enemies, make called shots to the nuts, and use a shield to surf down a staircase a la Legolas in that cool scene from the Two Towers. That information is supposed to be advice for the DM, not a carte blanche for players to make up powers on the fly.

• Critical hits inflict the damage rolled on the dice +10. My players just don't have their max damage values figured up and it really slows down the game (typically, it takes the player thirty seconds to an entire minute figuring up their max damage). Hence, I instituted this rule mostly to speed up play. I've noticed that it also has the net effect of making monster crits more satisfying (which don't really scale up, since they don't get extra damage dice from magic weapons).

• Solo monsters have reduced hit points. Mostly a personal preference thing, but I'd rather have solos be dangerous for their damage output rather than their high hit point totals. At a certain point, the party is down to at-wills and it becomes a slugfest. To make solos more satisfying to run and more dangerous to the party, I reduce their hit point totals (usually by about 20%) and then give them an extra attack they can make as a minor action or something.

• Minions are tougher. I can dig the idea of a squishy minion, but 1 hit point is just too squishy. My players usually feel like minions are speed bumps or consolation kills rather than genuine challenges. Right now, I'm giving minions 25% of the hit points of a comparable non-minion, because four minions are equivalent to one normal monster, and rolling flat dice values for minion damage. My players enjoy minions this way because they sem to be a credible threat.
 

I have a nine page list of house rules, most of which I use whenever I DM. If I can write a clear and concise house rule to give my players more options or to fix an obvious imbalance, I see no reason to play by RAW just because it's written in a book. I paid good money to own this game, so I'll play it the way I please.
 
Last edited:


IME the way 4e is designed strongly discourages house ruling at the player's side. OTOH it has much more of a "Rules are for Players" (which used to be my sig!) ethos than 3e, so the DM has a lot of leeway to run things his way without causing problems. See my thread I just posted on "ignoring the 4e DMG".
 

Remove ads

Top