D&D 4E My 4e House Rules - Yours?

The main issue with that seems to be the power level. Compare a level 1 encounter or daily power to a 27 E or 29 D. At that point, there's something like twice the difference, in terms of damage.
 

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The main issue with that seems to be the power level. Compare a level 1 encounter or daily power to a 27 E or 29 D. At that point, there's something like twice the difference, in terms of damage.

Not always. Some are the best you're going to get when you get them. Rain of Blows, for instance.

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The main issue with that seems to be the power level. Compare a level 1 encounter or daily power to a 27 E or 29 D. At that point, there's something like twice the difference, in terms of damage.

Okay i see the problem. They still get the new powers they just dont give up the old ones in order to get them.

That gives tehm some extra powers to use aswel
 

[MENTION=92704]Grimmjow[/MENTION] im commenting on your XP comment: " thats ue but i dont understand how at level 29 a wizard forgets how to cast fireball but learns to cast a different spel..."

well its just like 3e, wizards forgot spell all the time right?
 

Great thread! I've snagged several cool ideas in this thread today! Thanks!

You can find a collection of my houserules here, if you're interested. Not all of them have been playtested, nor do I use all of them in every campaign.
 

There's a houserule OgreBattle suggested on the RPGNet forums I've always wanted to try but haven't, in that whenever a PC or monster is bloodied, it's dealt maximum damage from attacks. In theory, it not only speeds up combat, but promotes hit and run tactics with strikers, while empowering even controllers with juicier damage. It also greatly increases the need to heal, move, find cover, and even retreat during combats. Feels like it'd make things more dynamic, even a little swingier, which isn't so terrible.
 

My house rule list is pretty short.

One free skill training per tier.
One free skill power per tier.
Languages learned by spending time in the culture (hasn't come up yet).
Inherent bonuses grant +1d6 per plus on a crit.
I give out Level +1, Level, and Level -1 magic items at each level. The players keep track of these items, and can replace them at each level up. Items I give as treasure or story items are treated as normal items.

PS
 

Here are mine (kind of changing 4e a bit)

No more healing surges.

Healing powers heal 2x caster level plus wisdom bonus. (at least in heroic tier - I haven't gotten my campaign past level 5 yet...maybe needs to be more for higher tiers).

All creatures can try to bind a wound (standard action) heal check DC 10 to restore 1d6+con to a fresh wound (cannot be used on the same wound twice).

1 second wind per encounter to gain back 1/4 hp. (same as 4e rules)

Short rest also works like a 2nd wind. PCs can use only 1 per short rest.

-20% monster hp.

Critical hits grant the following options (PCs choose):

1) knock creature prone
2) push creature up to 3 squares
3) deal an extra 1d10 damage with exploding 10 so if a 10 is rolled again, player rolls again and adds the damage to his attack, etc.

Monsters usually just add extra damage when they crit.

I think this is it.
 

No more healing surges.

Healing powers heal 2x caster level plus wisdom bonus. (at least in heroic tier - I haven't gotten my campaign past level 5 yet...maybe needs to be more for higher tiers).

Why would you want to go back to fixed healing instead of proportional healing? Healing that is proportional to the target's total makes a lot more sense.
 

Rituals:
1) you can learn/cast any ritual that uses a skill you have trained, the feat lets you perform all rituals regardless of skill training
2) Gems are ritual batteries, you need to use gems in your ritual, and subtract the cost from the gems value. I find it more believable that residium, and I never liked the fact that gems are just 'inconvenient money'.

feat tax:
every three levels, gain one feat from the feat tax list (expertise, focus, defense feats, any proficiency, multiclass power swaps)

Powers:
1) when taking a power with an energy type, you can choose any other equivalent type: fire=cold=thunder=acid=lightning, Force=pysch=radiant=necrotic.
1a) I tried giving even more flexibility by letting you leave it variable by reducing the damage dice one size.....I partially regret this, it gives a bit too much flex and not much cost. On at wills this can exploit vulnerablities more than I'd hoped. Its not an actual problem, but it has potential I don't like.
2) melee weapon powers can be used with range weapons as follows: Str/Con powers with heavy thrown, dex/int with light thrown, cha/wis powers with simple ammunition ranged. It hasn't been used yet. I like the idea, and my players do to (so they said) but it han't been needed.
 

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