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<blockquote data-quote="mr_powerchord" data-source="post: 5978244" data-attributes="member: 79450"><p>I spent almost a year thinkering with houserules to change what was annoying me with 4E. And most of them deal with the same things brought up in this threads.</p><p> </p><ul> <li data-xf-list-type="ul">no half-level bonus,</li> <li data-xf-list-type="ul">no abilities increases,</li> <li data-xf-list-type="ul">no +n magic items,</li> <li data-xf-list-type="ul">character gain a +1 modifier bonus to two abilities every even level</li> <li data-xf-list-type="ul">character gain a feat every odd level,</li> <li data-xf-list-type="ul">expertise feats grant a +1 bonus when they're gain (no +2 at parangon and +3 at epic),</li> <li data-xf-list-type="ul">substract half-level to monsters defenses and attack bonus.</li> </ul><p>This induces a flatter progression, but keeps PC and NPC power on par. It even gives a slight advantage to PCs. Coupled with opposed rolls instead of fixed defenses and AC, it allows for more level difference between PC and NPC. And expertise isn't a math fix anymore.</p><p> </p><ul> <li data-xf-list-type="ul">powers are organised in 9 power degrees :</li> <li data-xf-list-type="ul">degree 1 is level 1 encounter and daily and level 2 utility powers,</li> <li data-xf-list-type="ul">degree 2 is level 3 encounter, level 5 daily, and level 6 utility powers,</li> <li data-xf-list-type="ul">degree 3 is level 7 encounter, level 9 daily, and level 10 utility powers.</li> <li data-xf-list-type="ul">PC gain a power every level :</li> <li data-xf-list-type="ul">level 1, 2, 3 : one degree 1 power,</li> <li data-xf-list-type="ul">level 4, 5, 6 : one degree 2 power,</li> <li data-xf-list-type="ul">level 7, 8, 9 : one degree 3 power,</li> <li data-xf-list-type="ul">they can choose either an encounter, daily or utility power.</li> <li data-xf-list-type="ul">at-will class powers are gained at first level and throught feats later on.</li> </ul><p>That way, you can have a pure Vancian caster, or even a Vancian fighter. Or a pure utilitarian cleric. Players choose how they manage their character power.</p><p> </p><ul> <li data-xf-list-type="ul">a round last 1 minute.</li> <li data-xf-list-type="ul">using at-will CLASS powers, racial powers, class features powers, class encounter and daily powers, expend a free action.</li> <li data-xf-list-type="ul">daily power that end at the end of an encounter have to be sustain by a free action instead.</li> <li data-xf-list-type="ul">a daily power can be used a second time by burning a healing surge. It can be used again a third time by burning two healing surges, and so on.</li> <li data-xf-list-type="ul">"Second wind" is an at-will power ; it takes a full-round action to use it. Taking a full-round action means you cannot use ANY action for a full round. Dwarven resilience let you use one standard action.</li> <li data-xf-list-type="ul">"Recovery" is an at-will power that recharge all the encounter powers ; it takes a full-round action to use it, but you can still use a standard action.</li> </ul><p>Those are mainly to get rid of the encounter design, without getting rid of all its features. Basically, using your second wind ends your lasting daily powers or stances. That way it increases the tension of using your second wind or not.</p><p> </p><ul> <li data-xf-list-type="ul">martial characters choose :</li> <li data-xf-list-type="ul">a class, which grant them class traits (hp, healing surges, defenses, proficiencies, class features) and utility powers list,</li> <li data-xf-list-type="ul">a fighting style, which decide what encounter & daily attack list they can pick their powers from.</li> </ul><p>Martial characters can now lean more toward defender, leader, or striker, while being the same class.</p></blockquote><p></p>
[QUOTE="mr_powerchord, post: 5978244, member: 79450"] I spent almost a year thinkering with houserules to change what was annoying me with 4E. And most of them deal with the same things brought up in this threads. [LIST] [*]no half-level bonus, [*]no abilities increases, [*]no +n magic items, [*]character gain a +1 modifier bonus to two abilities every even level [*]character gain a feat every odd level, [*]expertise feats grant a +1 bonus when they're gain (no +2 at parangon and +3 at epic), [*]substract half-level to monsters defenses and attack bonus. [/LIST]This induces a flatter progression, but keeps PC and NPC power on par. It even gives a slight advantage to PCs. Coupled with opposed rolls instead of fixed defenses and AC, it allows for more level difference between PC and NPC. And expertise isn't a math fix anymore. [LIST] [*]powers are organised in 9 power degrees : [*]degree 1 is level 1 encounter and daily and level 2 utility powers, [*]degree 2 is level 3 encounter, level 5 daily, and level 6 utility powers, [*]degree 3 is level 7 encounter, level 9 daily, and level 10 utility powers. [*]PC gain a power every level : [*]level 1, 2, 3 : one degree 1 power, [*]level 4, 5, 6 : one degree 2 power, [*]level 7, 8, 9 : one degree 3 power, [*]they can choose either an encounter, daily or utility power. [*]at-will class powers are gained at first level and throught feats later on. [/LIST]That way, you can have a pure Vancian caster, or even a Vancian fighter. Or a pure utilitarian cleric. Players choose how they manage their character power. [LIST] [*]a round last 1 minute. [*]using at-will CLASS powers, racial powers, class features powers, class encounter and daily powers, expend a free action. [*]daily power that end at the end of an encounter have to be sustain by a free action instead. [*]a daily power can be used a second time by burning a healing surge. It can be used again a third time by burning two healing surges, and so on. [*]"Second wind" is an at-will power ; it takes a full-round action to use it. Taking a full-round action means you cannot use ANY action for a full round. Dwarven resilience let you use one standard action. [*]"Recovery" is an at-will power that recharge all the encounter powers ; it takes a full-round action to use it, but you can still use a standard action. [/LIST]Those are mainly to get rid of the encounter design, without getting rid of all its features. Basically, using your second wind ends your lasting daily powers or stances. That way it increases the tension of using your second wind or not. [LIST] [*]martial characters choose : [*]a class, which grant them class traits (hp, healing surges, defenses, proficiencies, class features) and utility powers list, [*]a fighting style, which decide what encounter & daily attack list they can pick their powers from. [/LIST]Martial characters can now lean more toward defender, leader, or striker, while being the same class. [/QUOTE]
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