D&D 4E Lend your voice! The 4e House Rule Wishlist

A new edition is an exciting time for rule tinkerers. While we wait for the WOTC fan site policy, I would love to compile the "wish list" form the house-rule forums.

This is not so much about mechanics as it is about what you would like to see to make your game better. It is about identifying holes, so that different creative people on this forum can turn their mind to filling them.

So let's share ideas on the kind of fixes we would want to see!
 

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For instance, here are things I have spotted that, I would love to sit down and take a crack at...

NEW and UPDATED CLASSES:

Barbarian (primal Defender)
Bard (Arcane leader)
Druid (Primal Controller)
Monk (Ki/Psionic Striker)
Psioncist (Ki/Pshionc Controller)
Psychic Warrior (Ki/Psionic Defender)

--If you were to define the ranger as a Primal character and come up with some new class for a Divine controller or striker role, you would then have three classes, covering three distinct roles for every power source, which I think is kind of cool as a start.

MORE ROBUST RULES FOR NON-COMBAT SITUATIONS

--I'm fully onboard with the 'give every character a useful combat role' assumption in the default rules. There is nothign wrong, however, with certain DMs and players wanting to define non-combat roles with stronger mechanics.

Non-combat based power options for each PC class.
Non-combat customization options for NPC's and monsters

LETHALITY RULES

--As above, I like the more abstract and PC friendly healing rules for the D&D default. But what about DM's and players who prefer a more gritty (I hate that term) game, or who want to use the mechanics to create long term injuries and risks.

Optional rules for serious or long-term injuries.

CULTURAL MODULES

-- A combination of feats, powers, races, rituals and classes to carry the core rules into a new style of play

Oriental
Aztec/Inca/Mayan/MesoAmerican
African
Arabian
Classical
Renaissance/early-industrial (clockworks, firearms etc)

SETTING MODIFICATION
-- How do you incorporate early edition settings into a new rule set, what changes / new material is required. Particularly important for settings that streatch traditional fantasy assumptions

Spelljammer (fantasy physics etc)
Ravenloft (Robust horror rules)
Darksum (unique magic rules)

--or in third party settings

Midnight (grim, powereddown)
Oathbound (High action over the top)
 

I like the system very much so far, but still there are some things I like to change.

Some things are setting specific:
a) Magic item economy - I hate the term and I truly dislike even the possibility of such an economy
b) The huge inflation of money at high levels - You kill the Orc and take his treasure, write down 2 kingdoms worth of gold...

Some things are more generic:
c) The milestone mechanic - We never experienced it in play, but that might be a problem with the fine tuning of our encounters. But still it seems quirky. The recharge power for magic items in the other thread is a really great idea.
 

Eladrin Fey Step. It is, as written, -far- too useful at solving out of combat challenges. It's fine in-combat...and I was wondering what house rules people have come up with to limit its utility against...oh...every sort of trap, climbing challenges, jails, etc.

-Cross
 

Change ranger TWF so that they have to obey the rules that every other character does for off-hand weapons and give them the Two Weapon Fighting feat even if they don't qualify for it.
 


TimeOut said:
I like the system very much so far, but still there are some things I like to change.

Some things are setting specific:
a) Magic item economy - I hate the term and I truly dislike even the possibility of such an economy
b) The huge inflation of money at high levels - You kill the Orc and take his treasure, write down 2 kingdoms worth of gold...

Some things are more generic:
c) The milestone mechanic - We never experienced it in play, but that might be a problem with the fine tuning of our encounters. But still it seems quirky. The recharge power for magic items in the other thread is a really great idea.

Yeah, this is a problem that virtually every edition has shared. I actually think its a little more manageable in 4e though the introduction of things like Astral diamonds is a bit much.

What game concepts use cost as a balancing factor?

1) Magic items
2) Rituals
3) ?
 

Crosswind said:
Eladrin Fey Step. It is, as written, -far- too useful at solving out of combat challenges. It's fine in-combat...and I was wondering what house rules people have come up with to limit its utility against...oh...every sort of trap, climbing challenges, jails, etc.

-Cross

This hasn't come up for our group yet, but I can see how its only a matter of time.

The Elading Fey Step is a pretty cool power, all the same. I have no idea what kind of plausible limiting mechanism there is to prevent its abuse out of combat with out smashing credulity altogether.

One idea would be to require a skill check to feystep out of combat. It may not work. I'm definitely adding this to my 'to-do' list.

ARe there any other difficult race powers like that. I believe the MM appendix Shadar-Kai and the Githyanki have similar issues
 

I think every Power source should have at least 4 classes, one for each role.

I would like to see a martial controller, then with a Martial leader, martial defender, and 2 martial strikers you have a balanced party for a no magic campaign.
 

Argyuile said:
I think every Power source should have at least 4 classes, one for each role.

I would like to see a martial controller, then with a Martial leader, martial defender, and 2 martial strikers you have a balanced party for a no magic campaign.

I think that we will soon enter a "class creation" frenzy in these parts. My own first order of business will be to create some sort of template (likely with Word) that people can use to plug in class details.
 

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