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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="jbear" data-source="post: 5886188" data-attributes="member: 75065"><p>Aww ... just hit a funny button and my post disappeared into the eVoid. Curses!</p><p></p><p>So short list from my campaign; it's very organic as things were introduced as the game went along, many for story reasons.</p><p></p><p>1) 29 point buy; initial HP based off highest stat</p><p>2) PCs receive Spellplague 'Chaos' scar around lvl 3</p><p>3) coincides with introduction of a 'Taint' system</p><p>4) Recharge token system</p><p>5) PCs receive Expertise Feat and a customised Magic Item after making a dark deal with Zehir</p><p>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</p><p>7) Natural 1 is a possible critical failure; reroll to confirm: 1-5 on re-roll confirms</p><p>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)</p><p>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.</p><p>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!</p><p>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</p><p>12) Morale system for Quick Fights: by definition this only applies to the non-important battles</p><p>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.</p><p>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.</p><p>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).</p></blockquote><p></p>
[QUOTE="jbear, post: 5886188, member: 75065"] 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). [/QUOTE]
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My 4e House Rules - Yours?
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