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Introducing New House Rules
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<blockquote data-quote="Fanaelialae" data-source="post: 4946179" data-attributes="member: 53980"><p>Be careful with this one, as what makes sense to you may not make sense to someone else (or vice-versa). I've got no issue with your prone example (it affects both sides equally) but I'd recommend you be careful. Try to avoid using this as an excuse to start nerfing the PCs' powers. (Sorry but you can't trip that ooze even though you just hit with a tripping power Mr Fighter, nor can Mr Rogue sneak attack that titan despite that he has combat advantage since all he can reach is the thing's ankles which clearly don't contain vital organs.) Remember the advice from the DMG (try to say yes rather than no). </p><p></p><p>Though admittedly, every group is different, I suspect it might not go over well. Players expect their powers to work unless the creature in question has a <em>specific</em> counter (ie, fire resistance).</p><p></p><p></p><p></p><p>I foresee the possibility that turns will drag (insofar as the time limit allows) as the players try counting the distances in their head or count "range" to their target instead of "movement".</p><p></p><p>If your concern is that the players aren't always returning their figure to its original starting point when they try a new pathway (which is the only reason I could think of for this rule), I'd instead suggest ruling that they can't move their figure when testing a path (count the squares with your finger instead) or place some marker under their figure (even just a small scrap of paper) that doesn't get moved until the move is finalized (thereby noting the fig's initial position).</p><p></p><p></p><p></p><p>This one certainly shouldn't draw any complaints from your players, but I'd be careful regarding it nonetheless. When we first started playing 4e the guy who played the cleric didn't realize that Sacred Flame couldn't be used on himself. When I caught the error, it seemed to make a big difference in the cleric's potency (he seemed noticeably less self-sufficient and thus more reliant on the rest of the party). That's just my (one) personal experience with it, but I'd recommend doing this one as a test run (mention that you'll see how it plays and then decide whether to make it an official house rule or revoke it).</p><p></p><p></p><p>I'd recommend letting them retrain within reason. I think it would be preferable letting a player change a bit more than is absolutely necessary, than having them feel like you're trying to "screw them over" with these house rules.</p><p></p><p>Also, I realize this is rather common advice, but try a "sanity check" to make certain that you have a solid reason for implementing these house rules and that they do what you intend without unintended consequences (I mean no offense by this, it's simply that I've met more than one DM who essentially ruined the system they were using, for essentially no better reason than "<em>I</em> think it should work like this instead").</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 4946179, member: 53980"] Be careful with this one, as what makes sense to you may not make sense to someone else (or vice-versa). I've got no issue with your prone example (it affects both sides equally) but I'd recommend you be careful. Try to avoid using this as an excuse to start nerfing the PCs' powers. (Sorry but you can't trip that ooze even though you just hit with a tripping power Mr Fighter, nor can Mr Rogue sneak attack that titan despite that he has combat advantage since all he can reach is the thing's ankles which clearly don't contain vital organs.) Remember the advice from the DMG (try to say yes rather than no). Though admittedly, every group is different, I suspect it might not go over well. Players expect their powers to work unless the creature in question has a [i]specific[/i] counter (ie, fire resistance). I foresee the possibility that turns will drag (insofar as the time limit allows) as the players try counting the distances in their head or count "range" to their target instead of "movement". If your concern is that the players aren't always returning their figure to its original starting point when they try a new pathway (which is the only reason I could think of for this rule), I'd instead suggest ruling that they can't move their figure when testing a path (count the squares with your finger instead) or place some marker under their figure (even just a small scrap of paper) that doesn't get moved until the move is finalized (thereby noting the fig's initial position). This one certainly shouldn't draw any complaints from your players, but I'd be careful regarding it nonetheless. When we first started playing 4e the guy who played the cleric didn't realize that Sacred Flame couldn't be used on himself. When I caught the error, it seemed to make a big difference in the cleric's potency (he seemed noticeably less self-sufficient and thus more reliant on the rest of the party). That's just my (one) personal experience with it, but I'd recommend doing this one as a test run (mention that you'll see how it plays and then decide whether to make it an official house rule or revoke it). I'd recommend letting them retrain within reason. I think it would be preferable letting a player change a bit more than is absolutely necessary, than having them feel like you're trying to "screw them over" with these house rules. Also, I realize this is rather common advice, but try a "sanity check" to make certain that you have a solid reason for implementing these house rules and that they do what you intend without unintended consequences (I mean no offense by this, it's simply that I've met more than one DM who essentially ruined the system they were using, for essentially no better reason than "[i]I[/i] think it should work like this instead"). [/QUOTE]
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