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Introducing New House Rules
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<blockquote data-quote="Wik" data-source="post: 4945977" data-attributes="member: 40177"><p>So, I have a list of house rules I want to introduce to my game. My worry is, though, some of these house rules will change current PC builds - after all, if you build a character around the idea that a skill check can do X, and you make it so that X is no longer available as an option, it could ruin a character's usefulness. </p><p></p><p>I was thinking of introducing the rules next session (as next session, regardless of what I decide to go with, the PCs will be entering a new world, so it makes sense to do it now), and while doing so, allowing players to tweak their characters with unlimited power/feat retraining options. </p><p></p><p>However, I think that might be a bit too powerful, since most of my house rules will only modify the game in small ways. </p><p></p><p>The house rules I have in mind right now are:</p><p></p><p>1) Average healing rolls for any healing power made between encounters</p><p></p><p>2) Average damage rolls for any secondary attack (ie, A Sorcerer's Wild Magic at-will, or a ranger's second twin strike attack)</p><p></p><p>3) Monster Knowledge Checks do not grant a huge amount of monster knowledge, but instead more "flavour" information (I *HATE* monster knowledge checks, and want my GM freedom)</p><p></p><p>4) Rules that make no sense thematically will be ignored (ie, if you're prone, you don't grant cover to allies behind you vs. ranged attacks)</p><p></p><p>5) Flavour of powers will be considered for "stunting" purposes</p><p></p><p>6) No takebacks on moves (ie, you count as you move, and you can't try out multiple pathways). This will be coupled with a time limit on your action consideration (but not action resolution, of course).</p><p></p><p>7) I'm also thinking of introducing backgrounds (in a FR manner), but tying backgrounds to the Sigil Factions - once PCs join a faction, they'll get a minor benefit. </p><p></p><p>8) POSSIBLY changing leader abilities that say "ally" to include the leader as well. Still in consideration.</p></blockquote><p></p>
[QUOTE="Wik, post: 4945977, member: 40177"] So, I have a list of house rules I want to introduce to my game. My worry is, though, some of these house rules will change current PC builds - after all, if you build a character around the idea that a skill check can do X, and you make it so that X is no longer available as an option, it could ruin a character's usefulness. I was thinking of introducing the rules next session (as next session, regardless of what I decide to go with, the PCs will be entering a new world, so it makes sense to do it now), and while doing so, allowing players to tweak their characters with unlimited power/feat retraining options. However, I think that might be a bit too powerful, since most of my house rules will only modify the game in small ways. The house rules I have in mind right now are: 1) Average healing rolls for any healing power made between encounters 2) Average damage rolls for any secondary attack (ie, A Sorcerer's Wild Magic at-will, or a ranger's second twin strike attack) 3) Monster Knowledge Checks do not grant a huge amount of monster knowledge, but instead more "flavour" information (I *HATE* monster knowledge checks, and want my GM freedom) 4) Rules that make no sense thematically will be ignored (ie, if you're prone, you don't grant cover to allies behind you vs. ranged attacks) 5) Flavour of powers will be considered for "stunting" purposes 6) No takebacks on moves (ie, you count as you move, and you can't try out multiple pathways). This will be coupled with a time limit on your action consideration (but not action resolution, of course). 7) I'm also thinking of introducing backgrounds (in a FR manner), but tying backgrounds to the Sigil Factions - once PCs join a faction, they'll get a minor benefit. 8) POSSIBLY changing leader abilities that say "ally" to include the leader as well. Still in consideration. [/QUOTE]
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