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<blockquote data-quote="mkill" data-source="post: 5140221" data-attributes="member: 55985"><p>My comments. Sorry if anything was already discussed in the thread and I missed it.</p><p></p><p></p><p></p><p>I never understood why they had to neuter alignment anyway. Leave it in as-is or take it out completely, but there is no justification for the current half-assed attempt. Definitely the #1 rules change that I don't like about 4th edition.</p><p></p><p>What I do like is that they cut almost all parts where alignment is a part of the game mechanics though. "Detect Evil" had so many problems tied to it that I'm very happy to see it go.</p><p></p><p></p><p></p><p>I prefer +2 Dex +2 Cha, but yes, that Con bonus never made sense.</p><p>#2 4th edition wall-banger after alignment.</p><p></p><p></p><p></p><p>Huh? Flavor or not, this is awful. Of course a Paladin should only draw a crossbow when there is no other alternative, but removing that option completely makes the Paladin useless in some fights, say when you have to fight flying monsters or get under fire from archers you can't reach. Without much Dex, they won't be good with a crossbow anyway.</p><p></p><p></p><p></p><p>As has been pointed out, it targets Reflex, so it's not a bad power. I'd love it if it could actually replace a melee basic attack. That would make it top tier.</p><p></p><p></p><p></p><p>Warlords die a easily, so I agree. Free Toughness feat would be another way to do it.</p><p></p><p></p><p></p><p>Meh. It's annoying to start as, say, a Paladin, and you're not able to afford plate armor, a mundane sword and a horse. You'll earn way more than starting gold in the first dungeon anyway, so why bother with this?</p><p></p><p></p><p></p><p>Ah well, why not. Only an issue if there's ever a versatile d12 weapon, although there probably won't be.</p><p></p><p></p><p> </p><p></p><p></p><p>Fixed price lists make no sense in a fantasy game world anyway. What entity has merchants across continents and dimensions under control to fix prices, when even a letter transmitted by nonmagic means can take weeks or months?</p><p></p><p>And since we're at it, a unified currency makes no sense either.</p><p></p><p>So yeah, magic item pricing rules should be treated as a general guideline to ensure balanced play, not more. Prices can and should vary widely in-game as long as the party equipment power level stays roughly within expectations.</p><p></p><p></p><p></p><p></p><p>Uh, if you introduce that rule as written, PCs can rest for 5 minutes every morning, spend 2 healing surges, and start the day at full hp.</p><p></p><p>Reread the rules please.</p><p></p><p></p><p></p><p></p><p>It's easier just to lower monster defenses by the same amount if you want to house-rule, or use slightly lower-level monsters, but do whatever works for you.</p><p></p><p></p><p></p><p>I like this one. It sucks if your PC is useless for a fight because of blinded/dazed/stunned/whatever.</p><p></p><p>Note: You can replace "PCs and Solos" with "everyone", as normal monsters don't have AP anyway, and there is no reason to exclude Elites here.</p><p></p><p></p><p></p><p></p><p>I like it. </p><p></p><p>By the way, I think you have to be trained in the skill to cast a corresponding ritual already, so you houserule something that's already in the books.</p><p></p><p>If you want to encourage more ritual use, consider lowering the time and gp cost also.</p><p></p><p></p><p></p><p></p><p>Agreed. The high XP value also keeps DMs from using tons of minions as cannon fodder, which defeats the purpose.</p><p></p><p></p><p></p><p></p><p>A pretty popular house-rule, and I've also used it from time to time.</p><p></p><p></p><p></p><p>Uh-oh, definite no here. </p><p>First of all, it adds an extra die roll that does nothing in 95% of the cases. </p><p>Second, it makes builds that can get a crit every round with an over 50% chance (yes, they exist) even more stupid powerful.</p><p>Third, character death sucks, and random character death sucks even more.</p><p></p><p>I would agree that monster crits aren't scary enough at high levels, and that monsters need crit bonus damage dice (as a house rule), but this? NO.</p><p></p><p></p><p></p><p></p><p>I agree. Monster hp is too high and can turn interesting combats into grind, especially when the group has no hypereffective strikers.</p><p></p><p>I assume the designers gave monsters that many hit points to allow space for the inevitable power creep through splat books, but in most groups that doesn't manifest so much. So yes, it's perfectly reasonable to slash monster hp by 20% or 30%.</p><p></p><p>After a particularly boring solo fight that took two sessions (curse you, Purple Worm) I've decided not to use solos anymore at all, and bump all solos down to elite when I DM.</p></blockquote><p></p>
[QUOTE="mkill, post: 5140221, member: 55985"] My comments. Sorry if anything was already discussed in the thread and I missed it. I never understood why they had to neuter alignment anyway. Leave it in as-is or take it out completely, but there is no justification for the current half-assed attempt. Definitely the #1 rules change that I don't like about 4th edition. What I do like is that they cut almost all parts where alignment is a part of the game mechanics though. "Detect Evil" had so many problems tied to it that I'm very happy to see it go. I prefer +2 Dex +2 Cha, but yes, that Con bonus never made sense. #2 4th edition wall-banger after alignment. Huh? Flavor or not, this is awful. Of course a Paladin should only draw a crossbow when there is no other alternative, but removing that option completely makes the Paladin useless in some fights, say when you have to fight flying monsters or get under fire from archers you can't reach. Without much Dex, they won't be good with a crossbow anyway. As has been pointed out, it targets Reflex, so it's not a bad power. I'd love it if it could actually replace a melee basic attack. That would make it top tier. Warlords die a easily, so I agree. Free Toughness feat would be another way to do it. Meh. It's annoying to start as, say, a Paladin, and you're not able to afford plate armor, a mundane sword and a horse. You'll earn way more than starting gold in the first dungeon anyway, so why bother with this? Ah well, why not. Only an issue if there's ever a versatile d12 weapon, although there probably won't be. Fixed price lists make no sense in a fantasy game world anyway. What entity has merchants across continents and dimensions under control to fix prices, when even a letter transmitted by nonmagic means can take weeks or months? And since we're at it, a unified currency makes no sense either. So yeah, magic item pricing rules should be treated as a general guideline to ensure balanced play, not more. Prices can and should vary widely in-game as long as the party equipment power level stays roughly within expectations. Uh, if you introduce that rule as written, PCs can rest for 5 minutes every morning, spend 2 healing surges, and start the day at full hp. Reread the rules please. It's easier just to lower monster defenses by the same amount if you want to house-rule, or use slightly lower-level monsters, but do whatever works for you. I like this one. It sucks if your PC is useless for a fight because of blinded/dazed/stunned/whatever. Note: You can replace "PCs and Solos" with "everyone", as normal monsters don't have AP anyway, and there is no reason to exclude Elites here. I like it. By the way, I think you have to be trained in the skill to cast a corresponding ritual already, so you houserule something that's already in the books. If you want to encourage more ritual use, consider lowering the time and gp cost also. Agreed. The high XP value also keeps DMs from using tons of minions as cannon fodder, which defeats the purpose. A pretty popular house-rule, and I've also used it from time to time. Uh-oh, definite no here. First of all, it adds an extra die roll that does nothing in 95% of the cases. Second, it makes builds that can get a crit every round with an over 50% chance (yes, they exist) even more stupid powerful. Third, character death sucks, and random character death sucks even more. I would agree that monster crits aren't scary enough at high levels, and that monsters need crit bonus damage dice (as a house rule), but this? NO. I agree. Monster hp is too high and can turn interesting combats into grind, especially when the group has no hypereffective strikers. I assume the designers gave monsters that many hit points to allow space for the inevitable power creep through splat books, but in most groups that doesn't manifest so much. So yes, it's perfectly reasonable to slash monster hp by 20% or 30%. After a particularly boring solo fight that took two sessions (curse you, Purple Worm) I've decided not to use solos anymore at all, and bump all solos down to elite when I DM. [/QUOTE]
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