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House Ruling 4E? How common
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<blockquote data-quote="Destil" data-source="post: 4916185" data-attributes="member: 1980"><p>While I enjoy fiddling with the rules a lot, I generally have gone more and more to an opinion that house rules, in general, are bad (or at least cumbersome). It's easier for someone to pick up and play the game if all the rules are in the books. Therefore when I started playing 4E I abandon my several hundreds of pages of 3E house rules (many of which were tweaks for preference) from 3E and have tried to avoid adding more.</p><p></p><p>Also, the Character Builder is a pretty handy too, and since it doesn't really support house rules (i.e. you can add a feat, but you can't add the bonuses/penalties it would give to powers) I'm avoiding too many things that would mess with it.</p><p></p><p>Still, I have a few things I felt the need to modify.</p><p></p><p>So far the list is pretty small:</p><p></p><p>No expertise feats. I'm lowering monster defense instead (most of my need to tweak rules these days comes into play with monster creation).</p><p></p><p>Mark of Healing adds +2/4/6 hp healed instead of a saving throw.</p><p></p><p>No bloodclaw weapons, no iron armbands of power or bracers of archery.</p><p></p><p>Scimitar is versatile.</p><p>No defensive weapon property.</p><p>Double sword is +3/+3 d8/d8 heavy blade/heavy blade; double scimitar is +2/+2 d8/d8 heavy blade/heavy blade high crit.</p><p></p><p>Nothing from Dragon without prior DM approval.</p></blockquote><p></p>
[QUOTE="Destil, post: 4916185, member: 1980"] While I enjoy fiddling with the rules a lot, I generally have gone more and more to an opinion that house rules, in general, are bad (or at least cumbersome). It's easier for someone to pick up and play the game if all the rules are in the books. Therefore when I started playing 4E I abandon my several hundreds of pages of 3E house rules (many of which were tweaks for preference) from 3E and have tried to avoid adding more. Also, the Character Builder is a pretty handy too, and since it doesn't really support house rules (i.e. you can add a feat, but you can't add the bonuses/penalties it would give to powers) I'm avoiding too many things that would mess with it. Still, I have a few things I felt the need to modify. So far the list is pretty small: No expertise feats. I'm lowering monster defense instead (most of my need to tweak rules these days comes into play with monster creation). Mark of Healing adds +2/4/6 hp healed instead of a saving throw. No bloodclaw weapons, no iron armbands of power or bracers of archery. Scimitar is versatile. No defensive weapon property. Double sword is +3/+3 d8/d8 heavy blade/heavy blade; double scimitar is +2/+2 d8/d8 heavy blade/heavy blade high crit. Nothing from Dragon without prior DM approval. [/QUOTE]
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