D&D 4E Ideas I've Taken That Make 4E Work Better

ren1999

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[FONT=&quot]Adjusting Monster Hit Points and Damage[/FONT]
[FONT=&quot]Make note of the player character with the highest at-will attack damage. For example 2d6+5 damage.[/FONT]

[FONT=&quot]Give Minions 1 HP and have them do an average of 4 points damage.[/FONT]
[FONT=&quot]Give Artillery 1d6+5 HP and have them do an average of 1d6 damage.[/FONT]
[FONT=&quot]Give Soldiers 2d6+5 HP and have them do an average of 2d6 damage.[/FONT]
[FONT=&quot]Give Controllers 3d6+5 HP and have them do an average of 3d6 damage.[/FONT]
[FONT=&quot]
Multi-Class Player Characters[/FONT]
[FONT=&quot]Earn the minimum number of experience points required to advance in a class level.[/FONT]
[FONT=&quot]Announce which class you want to advance in.[/FONT]
[FONT=&quot]Chose which class most appropriately fits into one of the 4 classes below and assign hit points and healing surges.[/FONT]

[FONT=&quot]Level Limit[/FONT]
[FONT=&quot]Player characters can advance to a total of 30 levels from all multi-classes and then must become immortal in order to advance to higher levels. For example, a character can be a 15th level Fighter and a 15th level Wizard. [/FONT]

[FONT=&quot]Total Skills Known[/FONT]
[FONT=&quot]All player characters of varying classes can know a maximum of 4 skills.[/FONT]

[FONT=&quot]Fighter[/FONT]
[FONT=&quot]The starting hit points are 12 + the constitution ability score.[/FONT]
[FONT=&quot]Hit points increase at a rate of 12 per level-up.[/FONT]
[FONT=&quot]Healing Surges total 12 + the constitution ability modifier.[/FONT]

[FONT=&quot]Rogue [/FONT]
[FONT=&quot]The starting hit points are 10 + the constitution ability score.[/FONT]
[FONT=&quot]Hit points increase at a rate of 10 per level-up.[/FONT]
[FONT=&quot]Healing Surges total 10 + the constitution ability modifier.[/FONT]

[FONT=&quot]Cleric[/FONT]
[FONT=&quot]The starting hit points are 8 + the constitution ability score.[/FONT]
[FONT=&quot]Hit points increase at a rate of 8 per level-up.[/FONT]
[FONT=&quot]Healing Surges total 8 + the constitution ability modifier.[/FONT]

[FONT=&quot]Wizard [/FONT]
[FONT=&quot]The starting hit points are 6 + the constitution ability score.[/FONT]
[FONT=&quot]Hit points increase at a rate of 6 per level-up.[/FONT]
[FONT=&quot]Healing Surges total 6 + the constitution ability modifier.[/FONT]

[FONT=&quot]Healing Surges[/FONT]
[FONT=&quot]The player character’s current healing surges are adjusted up or down based on the previous class leveled-up.[/FONT]
[FONT=&quot]Determine your player character[/FONT] [FONT=&quot]’[/FONT][FONT=&quot]s ability scores.[/FONT]
[FONT=&quot]Assign a value of 18 to the ability score you want to be the highest and a 16 to your second favorite ability score. Roll a 3d6 for all other abilities.[/FONT]
[FONT=&quot]
Difficulty Class Rolls by S'mon [/FONT][FONT=&quot]
10: Easy Heroic task
15: Moderate Heroic task
20: Hard Heroic Task, Easy Paragon Task
25: Moderate Paragon Task
30: Hard Paragon Task, Easy Epic Task
35: Moderate Epic Task
40: Hard Epic Task[/FONT]
[FONT=&quot]
Choose your player character[/FONT] [FONT=&quot]’[/FONT][FONT=&quot]s powers.[/FONT]
[FONT=&quot]Player characters may chose feats, martial exploits, powers, prayers, utilities, rituals, etc. at a rate of 5 per level-up.[/FONT]

[FONT=&quot]No retraining or dropping powers is required.[/FONT]

[FONT=&quot]Player characters can choose at-will, encounter and daily powers during the encounter as needed.[/FONT]

[FONT=&quot]Player characters are restricted to [/FONT]using
[FONT=&quot]at 1st level 1 encounter and 1 daily power;[/FONT]
[FONT=&quot]at 2nd level, 2 encounter and 1 daily;[/FONT]
[FONT=&quot]at 3rd level, 2 encounter and 2 daily;[/FONT]
[FONT=&quot]at 4th level, 3 encounter and 2 daily;[/FONT]
[FONT=&quot]at 5th level, 3 encounter and 3 daily;[/FONT]
[FONT=&quot]at 6th level, 4 encounter and 3 daily;[/FONT]
[FONT=&quot]at 7th level, 4 encounter and 4 daily;[/FONT]

[FONT=&quot]Encounter Powers and Utility Powers reset after the end of an encounter. Daily powers reset after an extended rest.[/FONT]
 
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Out of all the DC tables I have tried since 4th Edition came out, yours works the best. This should become standard in the game.
 



Interesting house rules. Can you expand on how these changes have affected your game?

It made it really creative and fun.
The most important improvement is the fact that the magic user can chose any known encounter spell from a long list and use it as long as he has not expended the maximum encounter spells already.

Retraining is stupid. Spell memorization is stupid. The players got tired of doing the same martial exploits and powers all the time.

It is certainly o.k. to limit powers for monsters to 5, not o.k. for player characters.

Most of these house rules existed in a similar form when we played 1st edition.
 

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