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<blockquote data-quote="BlindGeekUK" data-source="post: 4654751" data-attributes="member: 73849"><p>Since I've posted my multiclassing house rules, I thought I might as well share my full selection of house rules, as well as show you the GM board (rather than GM screen...) that i use, and show you my encounter and xp sheets.</p><p> </p><p>House Rules</p><p>------------</p><p> </p><p>At-wills:</p><p>Additional at-will from ONE of your classes at level 4</p><p> </p><p>XP:</p><p>each player that hits a target is awarded some xp, and the char that kills the target gets extra</p><p></p><p>so... orc, 160 xp. player 1 hits, player 3 hits, player 1 hits, player 2 hits and kills</p><p>xp is split 4 ways, 3 player hits + killing blow, so 160/4 = 40xp</p><p>player 1 gets 40 xp, player 2 gets 40 xp + 40 xp, player 3 gets 40 xp</p><p> </p><p>Characters that don't play in a game i.e player couldn't make it, still get xp equal to the average of xp awarded (remember ing to remove highest and lowest totals rewarded)</p><p> </p><p>Determining magical powers:</p><p>Mages can daily, auto determine the powers and effects of a number of items equal to their int modifier. </p><p>After that, they can make an arcana check, DC 15</p><p>Warlocks can make an arcana check DC 20</p><p>Anyone else can make an arcana check DC 25</p><p> </p><p>Skills:</p><p>Only class/race related skills have the 1/2 level bonus in skill checks. All the other have 1/4 level</p><p> </p><p>Traps:</p><p>Rogues can detect traps using either perception or thievery stat, whichever is higher (automatically gain Trained Eye [homebrew] feat as a class feature)</p><p> </p><p>Heroic Burst:</p><p>Instead of using their healing surge in combat as a Second Wind, the player can use the healing surge to gain an immediate interrupt action with a -1 to hit. They gain back Cons modifier HP rather than the full amount of the healing surge.</p><p> </p><p>Action Points:</p><p>Action points can be used to either: </p><p>make another action, </p><p>gain a +1 attack and damage bonus to next attack, </p><p>a free healing surge, </p><p>recharge a used encounter power</p><p> </p><p>Minions:</p><p>if a minion gets a critical hit, it does double damage</p><p>if a minion is 'special' (i.e. carrying a necessary item), it can survive one hit, then get a +1 to attacks, damage and speed, die'ing on the next hit</p><p> </p><p>Re-Training:</p><p>Each level you can retrain/swap one at-will/encounter/daily/utility for one of an equivalent or lower level. </p><p>Or you can swap a feat (cannot swap a multiclass feat)</p><p>Or you can reduce an ability score by one and increase a score by one (cannot reduce lowest score or increase highest score)</p><p> </p><p> </p><p>Potions</p><p>-------</p><p>These potions replace what is shown in the PHB. All of them can only be used once in an encounter</p><p> </p><p>Potions of Healing</p><p>are easy to identify, gives a free healing surge</p><p>Potion of Vitality</p><p></p><p>gives 2 healing surge worth of temporary hp, temporary hp last for the encounter</p><p> </p><p>Potion of Recovery</p><p>the potion costs 1 healing surge buts heals twice the amount, also gives a +5 bonus to the next saving throw</p><p> </p><p>Potion of Restoration </p><p>costs 1 healing surge but heals the character up to full hp, also gives a +10 saving throw bonus to the next saving throw</p><p> </p><p>Potion of Life</p><p>if given to a live character, acts as a potion of restoration</p><p>if given to dead char within 1 hour of death - it heals them to bloodied hp</p><p>if given to dead char within 24 hours of death - it heals to 1 hp</p><p> </p><p> </p><p>Multi-Classing</p><p>-------------</p><p>Multiclass feats remain named as they are</p><p> </p><p>Once multiclassed, you are considered to be that class for feat pre-reqs</p><p>New powers at each level MUST be from original class</p><p>You can multi class once during heroic tier (at level 1 or 2 or 4), and once during paragon tier</p><p>Your paragon path has to be from your original class</p><p>You gain 1 class skill, 1 at-will from new class as a encounter power and 1 class feature</p><p> </p><p>New feats to replace PHB power swap feats: Multi-Class Power Swap, Multi-Class Additional Power, Multi-Class Additional Feature, Multi-Class Additional Skill</p><p>Power swap feat means you can, when re-training encounter/utility/daily, choose it from any ONE of your classes</p><p>Additional power feat gives you an additional at-will from the new class as an encounter power</p><p>Additional feature feat gives you an additional class feature benefit from the new class</p><p>additional skill gives you an additional class skill from the new class</p></blockquote><p></p>
[QUOTE="BlindGeekUK, post: 4654751, member: 73849"] Since I've posted my multiclassing house rules, I thought I might as well share my full selection of house rules, as well as show you the GM board (rather than GM screen...) that i use, and show you my encounter and xp sheets. House Rules ------------ At-wills: Additional at-will from ONE of your classes at level 4 XP: each player that hits a target is awarded some xp, and the char that kills the target gets extra so... orc, 160 xp. player 1 hits, player 3 hits, player 1 hits, player 2 hits and kills xp is split 4 ways, 3 player hits + killing blow, so 160/4 = 40xp player 1 gets 40 xp, player 2 gets 40 xp + 40 xp, player 3 gets 40 xp Characters that don't play in a game i.e player couldn't make it, still get xp equal to the average of xp awarded (remember ing to remove highest and lowest totals rewarded) Determining magical powers: Mages can daily, auto determine the powers and effects of a number of items equal to their int modifier. After that, they can make an arcana check, DC 15 Warlocks can make an arcana check DC 20 Anyone else can make an arcana check DC 25 Skills: Only class/race related skills have the 1/2 level bonus in skill checks. All the other have 1/4 level Traps: Rogues can detect traps using either perception or thievery stat, whichever is higher (automatically gain Trained Eye [homebrew] feat as a class feature) Heroic Burst: Instead of using their healing surge in combat as a Second Wind, the player can use the healing surge to gain an immediate interrupt action with a -1 to hit. They gain back Cons modifier HP rather than the full amount of the healing surge. Action Points: Action points can be used to either: make another action, gain a +1 attack and damage bonus to next attack, a free healing surge, recharge a used encounter power Minions: if a minion gets a critical hit, it does double damage if a minion is 'special' (i.e. carrying a necessary item), it can survive one hit, then get a +1 to attacks, damage and speed, die'ing on the next hit Re-Training: Each level you can retrain/swap one at-will/encounter/daily/utility for one of an equivalent or lower level. Or you can swap a feat (cannot swap a multiclass feat) Or you can reduce an ability score by one and increase a score by one (cannot reduce lowest score or increase highest score) Potions ------- These potions replace what is shown in the PHB. All of them can only be used once in an encounter Potions of Healing are easy to identify, gives a free healing surge Potion of Vitality gives 2 healing surge worth of temporary hp, temporary hp last for the encounter Potion of Recovery the potion costs 1 healing surge buts heals twice the amount, also gives a +5 bonus to the next saving throw Potion of Restoration costs 1 healing surge but heals the character up to full hp, also gives a +10 saving throw bonus to the next saving throw Potion of Life if given to a live character, acts as a potion of restoration if given to dead char within 1 hour of death - it heals them to bloodied hp if given to dead char within 24 hours of death - it heals to 1 hp Multi-Classing ------------- Multiclass feats remain named as they are Once multiclassed, you are considered to be that class for feat pre-reqs New powers at each level MUST be from original class You can multi class once during heroic tier (at level 1 or 2 or 4), and once during paragon tier Your paragon path has to be from your original class You gain 1 class skill, 1 at-will from new class as a encounter power and 1 class feature New feats to replace PHB power swap feats: Multi-Class Power Swap, Multi-Class Additional Power, Multi-Class Additional Feature, Multi-Class Additional Skill Power swap feat means you can, when re-training encounter/utility/daily, choose it from any ONE of your classes Additional power feat gives you an additional at-will from the new class as an encounter power Additional feature feat gives you an additional class feature benefit from the new class additional skill gives you an additional class skill from the new class [/QUOTE]
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