Making the game more fun

Kzach

Banned
Banned
There are several perceived and actual problems with 4e. I consider myself a fan of the system but I won't claim that it is perfect. Instead of whining about it, I decided to do something about it. I investigated, researched, discussed and concluded a solution that, whilst I don't claim that it will work for everyone, works for me. And so I decided to share it.

1 - Use Only MM3 Updated Monsters

This is a big one which is why it's first. The new format combined with lower hit points and higher damage as well as more interesting powers & abilities, make a substantial difference to the enjoyment and pace of combat encounters.

Another solution is to further reduce monster hit points. Personally I think MM3 is in the sweet-spot but then I tend to encourage optimised parties so if you find combat is taking more than five to six rounds on average, then reduce monster hit points accordingly.

The same goes for damage. If you find players are cake-walking every encounter, increase the damage output of monsters by 1 or 2 points. It might not sound like a big increase, but it makes a substantial difference because monsters rarely come in packs of one.

2 - Use Inherent Bonuses

This is where we start getting into the bread & butter of the solution. A lot of people claim magical items are boring. I blame that partly on a lack of imagination, but also on the fact that many people concentrate on the Core 3 (neck, armour, weapon/implement) to the exclusion of all else. By getting rid of bonuses and subsuming them into the core system, suddenly the focus of magical items shifts solely to their powers and properties.

It may seem like a subtle change but the repercussions are quite significant. When the focus is on what the item can do, people start thinking that the item is what it does moreso than when it has a bonus, because the secondary effect is usually something people are looking for as an afterthought (unless you're into charopping).

Another change you might want to introduce, is random magical items instead of the 'give the players what they want' system. It might sound harsh, but I really believe that planning out your character to the point where you expect to get certain items really spoils the enjoyment and interest in what the item is and does. Instead, look at the property of an item and try to think of a fun and interesting way to describe its effect rather than just saying, "You get Eladrin Boots."

3 - Adopt a Math Fix Solution

A lot of people claim that they have fun and that the math doesn't matter. And good for them. But the fact of the matter is that the math can get really out of whack, especially at higher levels. It can get to a point where a character only has about a 20% chance to hit and monsters have a 90% chance to hit. Now, if you think that's fun, again, good for you, but most people would find that a frustrating drag and an almost guaranteed TPK.

But there are relatively easy ways to fix this. I'm presenting one means of doing so however it is not the only means so I encourage people to do the research and find what works for them.

My solution is as follows:

Every character gets a +1 feat bonus to hit and to Fortitude, Reflex and Will at 5th-level. This bonus increases to +2 at 15th-level and finally to +3 at 25th-level. In addition, every character gains an untyped bonus of +1 to Fortitude, Reflex and Will at 21st-level.

All characters gain a +2 feat bonus to their lowest Non-AC Defence (NAD) at 1st-level. This bonus increases to +4 at 11th-level and +6 at 21st-level.

Epic NAD booster feats BANNED!

All characters gain the feat “Melee Training” for free, using their highest non-Strength statistic.

Masterwork weapons and implements are available. These items confer a +1 item bonus to attack rolls when used for an attack. Masterwork weapons and implements are not always magical, however magical weapons and implements are always masterwork.
 
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Another change you might want to introduce, is random magical items instead of the 'give the players what they want' system. It might sound harsh, but I really believe that planning out your character to the point where you expect to get certain items really spoils the enjoyment and interest in what the item is and does.

This bit especially is 100% true. Maybe more.
 

Over the last year or so I've pretty much adopted all three of those, except for free melee training. For the rest of number 3, I actually fix the math behind the screen rather than awarding bonuses and/or bonus feats. That way, my players can build their characters in the CB using inherent bonuses and not have any problems.
 

Over the last year or so I've pretty much adopted all three of those, except for free melee training. For the rest of number 3, I actually fix the math behind the screen rather than awarding bonuses and/or bonus feats. That way, my players can build their characters in the CB using inherent bonuses and not have any problems.

The only reason I don't recommend that is simply because it's extra work for the DM every time he creates an encounter whereas the players only have to apply a few rules during character maintenance. If there was an easy way to adjust all the math on the fly (there probably is, I just haven't figured it out) from the DM's side, I'd probably do that instead... got any sort of rules others could follow towards this end?
 

I prep all my encounters in Power2ool anyway, so taking a point or two off each MM3 monster's attacks and defences after importing them is pretty easy. :) I take off one point in heroic and two in paragon. I haven't run or played in an epic game.
 

There are several perceived and actual problems with 4e. I consider myself a fan of the system but I won't claim that it is perfect. Instead of whining about it, I decided to do something about it. I investigated, researched, discussed and concluded a solution that, whilst I don't claim that it will work for everyone, works for me. And so I decided to share it.
Thanks for sharing! There is an unfortunate perception of whininess surrounding those of us who think the game isn't what it could be. A lot of those who have this perception probably don't visit the house rule forum very often, but hey, preaching to the choir has its up sides.

So this is me preaching to the choir with a shameless plug to my own house ruled 4e clone!

1 - Use Only MM3 Updated Monsters
All good advice.

2 - Use Inherent Bonuses
Agreed. I like inherent bonuses so much that I wrote what I think is a far superior inherent rule into my clone.

Another change you might want to introduce, is random magical items instead of the 'give the players what they want' system. It might sound harsh, but I really believe that planning out your character to the point where you expect to get certain items really spoils the enjoyment and interest in what the item is and does. Instead, look at the property of an item and try to think of a fun and interesting way to describe its effect rather than just saying, "You get Eladrin Boots."
I tend to agree, assuming a "don't give your players crap they're never going to use" proviso. The DMG uses the example "if nobody in the party uses a long bow, don't make a magical long bow part of their loot."

3 - Adopt a Math Fix Solution
I don't like to toot my own horn, but I think my math fix(es) are the best I've seen. Quick and dirty fixes are fine for most games, because most games never get beyond heroic levels, but such fixes do have a few glitches. For example...

All characters gain a +2 feat bonus to their lowest Non-AC Defence (NAD) at 1st-level. This bonus increases to +4 at 11th-level and +6 at 21st-level.
This is good for most characters, but it only solves half the problem for Str/Con characters. Or Dex/Int characters, or Wis/Cha characters. And it allows smart players to jack a defense very high, by being a monk or taking the epic NAD booster feats, for example. Now, if you're okay with that, cool.

But I think my fixes are a more complete solution: (Okay, I may enjoy tooting my horn just a bit.)

+1 to all attacks and defenses at 3, 13 and 23. Weird numbers, I know; there's a reason.

+1 to all abilities at 4, 8, 11, 14, 18, 21, 24 and 28. It takes away the occasional level-up choice, but they're usually predetermined at 1st level by build anyway.

No Taxpertise, Improved Defenses, or any other feat that gives and unconditional NAD bonus.

There is no masterwork armor. Instead, characters get additional AC bonuses when they opt to not add a stat to AC. Adding masterwork weapons and such seems to be a popular idea, but I like to have occasional armor-less encounters (night ambushes, party crashing, etc.) without turning the party paladin into a 3e ooze. (He has a truckload of hp, but I hit him on a nat 2!)

In addition, I made minor tweaks to certain builds and classes to iron out the math.
 

No Taxpertise, Improved Defenses, or any other feat that gives and unconditional NAD bonus.

I had operated under the assumption that all the NAD boosters were feat bonuses. Goes to show just how broken the rules are when they're giving +4 untyped bonuses away :/
 

My homebrew uses almost no magic items. Instead of giving inherent bonuses, I do the math on the monster and skill challenge side.

That way, the players don't have to modifiy their character sheets, and I have better control of the math, so to speak.
 

A lot of people claim that they have fun and that the math doesn't matter. And good for them. But the fact of the matter is that the math can get really out of whack, especially at higher levels. It can get to a point where a character only has about a 20% chance to hit and monsters have a 90% chance to hit. Now, if you think that's fun, again, good for you, but most people would find that a frustrating drag and an almost guaranteed TPK.

I'm about to go into Epic, and its mostly been my experience I should make monsters tougher if I want them to have any considerable staying power (especially Solos). Now I haven't enacted any math fixes, and probably won't until next campaign, but your observations give me pause. Could you go into this point in a little more detail? Maybe some examples of truly overpowered Epic threats as compared to a more level-appropriate?
 


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