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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
My 4e House Rules - Yours?
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<blockquote data-quote="mr_powerchord" data-source="post: 5885057" data-attributes="member: 79450"><p>I've been thinking about character creation and choices lately ; here is what I've come up with :</p><p> </p><p> </p><p> </p><p> </p><p></p><p>- powers are organized by "power list" : </p><ul> <li data-xf-list-type="ul">the level 1 power list made of is level 1 encounter powers, level 1 daily powers, and level 2 utility powers ; level 2 power list is level 3 encounter power, level 5 daily power, and level 6 utility powers, etc.</li> <li data-xf-list-type="ul">From PC level 1 to PC level 3, powers gained are choosed in the level 1 power list. From PC level 4 to PC level 6, powers gained are choosed in the level 2 power list.</li> <li data-xf-list-type="ul">PC start with two powers and an at-will power.</li> <li data-xf-list-type="ul">At-will powers are gained through feats.</li> <li data-xf-list-type="ul">martial classes, spontaneous casters (sorcerer, warlock, shaman), and primal warriors (barbarian, and warden) chooses their powers like in vanilla 4E.</li> <li data-xf-list-type="ul">full casters (wizard, cleric, invoker, bard) gains powers slots. They can prepare spells from their spellbook (rituals too).</li> <li data-xf-list-type="ul">hybrids (paladin, avenger, druid) can choose between definitive powers (encounter smite for paladin, encounter prayers for avenger, and beast form powers for druid) and spell slot.</li> </ul><p>- there is three different kind of rests :</p><ul> <li data-xf-list-type="ul">short rest is a few minutes rest, in an area of danger ; encounter powers are regained, and characters can use their second wind.</li> <li data-xf-list-type="ul">rest correspond to a travel, a night in the wild. Daily powers are regained, and characters can use their healing surges freely.</li> <li data-xf-list-type="ul">extended rest is when characters are completely safe. It's the only way they can regain healing surges.</li> </ul><p>- multiclassing is more open :</p><ul> <li data-xf-list-type="ul">a character must choose a multiclassing feat in the class he wants to MC.</li> <li data-xf-list-type="ul">a multiclassed character can gain level in its new class. The powers that can be choosed depend on his MC level.</li> <li data-xf-list-type="ul">a MC characters can gain class features from his MC by using feats.</li> </ul><p>- concerning rituals :</p><ul> <li data-xf-list-type="ul">rituals are free. Their cost is managed by roleplaying. Casting time is the same.</li> <li data-xf-list-type="ul">if a ritual is prepared (with a spell slot), it can be casted in a fight, as a standard action</li> <li data-xf-list-type="ul">PC need to be trained in the skill associated with the ritual to use it.</li> <li data-xf-list-type="ul">controller start with the ritualist feat, but are limited in the rituals they can choose : wizards can use arcana rituals, clerics can use religion and heal, invokers can use religion, and druids can use nature and heal.</li> <li data-xf-list-type="ul">classes from the arcana, divine, and primal source can gain the ritualist feat. They have the same limitations than the controllers.</li> <li data-xf-list-type="ul">martial classes need to MC in a class that has access to rituals.</li> <li data-xf-list-type="ul">Daily spells can be cast as a ritual (casting time is around 10 minutes). If so, it's not expended.</li> </ul><p>- concerning maths :</p><ul> <li data-xf-list-type="ul">monsters hp and xp is divided by 2</li> <li data-xf-list-type="ul">PC and monsters defenses and AC are rolled instead of being a fixed value.</li> </ul><p>I'm using those houserules in a sandbox campaign (goodman games point of light) with 1E dungeons (the PC are currently in the dungeon of " the secret of bone hill" module).</p><p> </p><p>Combat is more swingy, but way faster (6 combats in a 4h sessions), and PC are way more cautious.</p><p> </p><p>One of the PC chose to start with two encounter powers, and he doesn't seems to be behind the curve. I'm </p><p>eager to see them level up to see how the power houserules works in the game. That way, when a character gains a power, he can chose between encounter and daily power, and also between offensive or defensive powers.</p></blockquote><p></p>
[QUOTE="mr_powerchord, post: 5885057, member: 79450"] I've been thinking about character creation and choices lately ; here is what I've come up with : - powers are organized by "power list" : [LIST] [*]the level 1 power list made of is level 1 encounter powers, level 1 daily powers, and level 2 utility powers ; level 2 power list is level 3 encounter power, level 5 daily power, and level 6 utility powers, etc. [*]From PC level 1 to PC level 3, powers gained are choosed in the level 1 power list. From PC level 4 to PC level 6, powers gained are choosed in the level 2 power list. [*]PC start with two powers and an at-will power. [*]At-will powers are gained through feats. [*]martial classes, spontaneous casters (sorcerer, warlock, shaman), and primal warriors (barbarian, and warden) chooses their powers like in vanilla 4E. [*]full casters (wizard, cleric, invoker, bard) gains powers slots. They can prepare spells from their spellbook (rituals too). [*]hybrids (paladin, avenger, druid) can choose between definitive powers (encounter smite for paladin, encounter prayers for avenger, and beast form powers for druid) and spell slot. [/LIST]- there is three different kind of rests : [LIST] [*]short rest is a few minutes rest, in an area of danger ; encounter powers are regained, and characters can use their second wind. [*]rest correspond to a travel, a night in the wild. Daily powers are regained, and characters can use their healing surges freely. [*]extended rest is when characters are completely safe. It's the only way they can regain healing surges. [/LIST]- multiclassing is more open : [LIST] [*]a character must choose a multiclassing feat in the class he wants to MC. [*]a multiclassed character can gain level in its new class. The powers that can be choosed depend on his MC level. [*]a MC characters can gain class features from his MC by using feats. [/LIST]- concerning rituals : [LIST] [*]rituals are free. Their cost is managed by roleplaying. Casting time is the same. [*]if a ritual is prepared (with a spell slot), it can be casted in a fight, as a standard action [*]PC need to be trained in the skill associated with the ritual to use it. [*]controller start with the ritualist feat, but are limited in the rituals they can choose : wizards can use arcana rituals, clerics can use religion and heal, invokers can use religion, and druids can use nature and heal. [*]classes from the arcana, divine, and primal source can gain the ritualist feat. They have the same limitations than the controllers. [*]martial classes need to MC in a class that has access to rituals. [*]Daily spells can be cast as a ritual (casting time is around 10 minutes). If so, it's not expended. [/LIST]- concerning maths : [LIST] [*]monsters hp and xp is divided by 2 [*]PC and monsters defenses and AC are rolled instead of being a fixed value. [/LIST]I'm using those houserules in a sandbox campaign (goodman games point of light) with 1E dungeons (the PC are currently in the dungeon of " the secret of bone hill" module). Combat is more swingy, but way faster (6 combats in a 4h sessions), and PC are way more cautious. One of the PC chose to start with two encounter powers, and he doesn't seems to be behind the curve. I'm eager to see them level up to see how the power houserules works in the game. That way, when a character gains a power, he can chose between encounter and daily power, and also between offensive or defensive powers. [/QUOTE]
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