D&D 4E My 4e House Rules - Yours?


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In my first three 4e campaigns I used no houserules, but currently I am running two campaigns that I wanted to feel grittier. So I added house rule sthat icreased the grittiness and added some just for funs sake.

1. Action Point- You can spend an Action Point to gain an extra standard action, to reroll a d20, or to recharge an encounter power.
A player can spend 3 action points to recharge a daily.

I did this because it makes action points more desirable, it makes whiffs occur less often and it gives players a reason to view them as a resource.

2. Injuries - Whenever a character is hit by a critical hit, or is hit by an attack that does more than their bloodied value, is knocked unconscious that player gains one injury. They also gain one injury the first time that they are bloodied during a day. I roll a d12 to determine where on the body the injury occurred (almost entirely an aesthetic thing, but hey scars are badass). Then roll a d20 if that results in a 20 nasty things happen.

For each injury a player has their surge value is worth 1 less.
During an extended rest a successful con or heal check heals 1 injury.

This was done to encourage hunkering down in town for a couple days to heal from all the arrow wounds. It adds some realism and makes the players less invincible. Also some fun roleplay follows when players get scars on their face or maybe loose a few fingers. Things like this become very character defining.

3. During an extended rest players regain 1d4+con mod - injury total. So if a player had a con mod of 3 rolled a 2 on the d4 and had two injuries they would gain 3 healing surges back from that extended rest.

Players rarely have full surges in my campaign and that's the way I like it.

4. If a player or enemy fumbles, they can reroll with a -2 penalty to the reroll at risk of breaking their weapon or implement. If a weapon user rerolls and rolls less than a 10 with a simple weapon, less than a 5 with a military weapon or fumbles again with a superior weapon, than the weapon they are using breaks. Causing it to lose its proficiency bonus and have its damage die decrease by two sizes.

If an implement user rerolls and rolls a critical hit then their implement explodes in their hand causing them to take the damage and the implement to be destroyed. If using a superior implement they get a saving throw after the crit.

5. Armor has an hp-like system which I track, if the armor's hp hits 0 the armor breaks.

6. Dungeoneering is used for crafting. Players can craft or sew or make anything but the time consumed is usually fairly massive.

7.No multiclass surcharge.

8. Linguist only gives one language. but after you have it you can gain an additional language every two levels as long as you have interacted with that culture for an extended period of time.

9. A creature with combat advantage can target specific parts of the targets body. Which I have a table for.

10. A character can use a standard to "focus" or "aim" which gives a +2 bonus to the next attack made on their following turn. Though doing so again make the bonus a +5.

Yup, I think that's all of them.
 

Aww ... just hit a funny button and my post disappeared into the eVoid. Curses!

So short list from my campaign; it's very organic as things were introduced as the game went along, many for story reasons.

1) 29 point buy; initial HP based off highest stat
2) PCs receive Spellplague 'Chaos' scar around lvl 3
3) coincides with introduction of a 'Taint' system
4) Recharge token system
5) PCs receive Expertise Feat and a customised Magic Item after making a dark deal with Zehir
6) Ran Obsidian Skill Challenge system for a while; later adapted WotC's skill challenge system to suit my own needs from lessons learnt using Obsidian System
7) Natural 1 is a possible critical failure; reroll to confirm: 1-5 on re-roll confirms
8) Critical Hit does max dmg; reroll to confirm; if re-roll hits an additional effect applies to critical depending on damage type deal (eg. Cold: Slowed)
9) Drama Points: Players gain a Drama point if they finish their turn quickly in combat (under 2 mins); Drama Points can be either used to gain a +1 to any dice roll (1 drama point = +1) or they can be traded at the end of the session for a Drama Card; 12 points are required to buy a card. Awesome RP also wins a Drama point.
10) 'Do Something Cool' Encounter power: This can be used to alter any PC power in a cool related way or gain an advantage from a current situation or to interact with terrain; Dm's discretion ... and of course, it has to be COOL!
11) Gritty Dial: DM can turn up the 'Gritty Dial' in some situations which makes Surge Recovery more difficult/slow if PCs do not rest in adequate place
12) Morale system for Quick Fights: by definition this only applies to the non-important battles
13) Rules are guidelines not law: DM's decision is final; we'll talk about what the rules say after the game. (Basically because I don't want to stop the game to look up the rule in a book). That said, consistency is a given.
14) In general, what makes sense is what goes, but if it's more fun even though it doesn't make so much sense then DM will follow the fun.
15) You are not allowed to say 'I use Diplomacy'; you say what your PC says, DM decides what if any roll is necessary (applied to all skills).
 

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