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<blockquote data-quote="Thundershield" data-source="post: 4841506" data-attributes="member: 55219"><p>Figured I'd put up some of my house rules for perusal and comments. If anyone has suggestions and ideas, feel free to reply to the thread, but keep in mind that these are merely some of the feat-oriented house rules and a single class-oriented.</p><p> </p><p><strong>Racial Weapon Affinity:</strong></p><p>The feats Dwarven Weapon Training, Eladrin Soldier, and Goliath Greatweapon Prowess function similarly: Each provides a +2 feat bonus to damage when using the listed weapons, which increases to +3 at 11th level and +4 at 21st. Also, only proficiency with non-Superior weapons is granted.</p><p><u>Reason:</u> This allows for the racial affinity to be apparent at Paragon and Epic tier (being 1 higher than Weapon Focus) and also ensures that superior weapons don't get too prevalent.</p><p> </p><p><strong>Racial Energy Affinity:</strong></p><p>The feats Draconic Spellcaster, Feyborn Charm, Gnome Phantasmist, and Hellfire Blood function similarly: Each provides an unnamed +1 bonus to attack and damage rolls for powers with the listed keywords. Feyborn Charm retains its feat bonus to Bluff and Diplomacy, and Gnome Phantasmist gains a +2 feat bonus to Stealth.</p><p><u>Reason:</u> This ensures the racial affinity to also remain apparent throughout the three tiers of play, stack with both the damage boosting feats and circumstantial attack bonus feats, and keeps them from swelling to Expertise proportions.</p><p> </p><p><strong>Expertise:</strong></p><p>The feats Focused Expertise, Implement Expertise, and Weapon Expertise are removed. Replacing them is a stacking +1 bonus to all attacks at levels 5, 15, and 25.</p><p><u>Reason:</u> Yes, I'm in the camp that the Expertise feats are an awfully implemented math fix, and players shouldn't be punished for the mistakes of the designers if that can be fixed less taxingly and at a lesser disadvantage to characters using a variety of weapons and/or implements.</p><p> </p><p><strong>Lay on Hands:</strong></p><p>The Paladin class feature Lay on Hands is a Daily (Special) power instead of an At-Will (Special).</p><p><u>Reason:</u> This prevents dominating enemies from using the Paladin to heal them and allows for various Daily-restoring effects to replenish Lay on Hands uses.</p></blockquote><p></p>
[QUOTE="Thundershield, post: 4841506, member: 55219"] Figured I'd put up some of my house rules for perusal and comments. If anyone has suggestions and ideas, feel free to reply to the thread, but keep in mind that these are merely some of the feat-oriented house rules and a single class-oriented. [B]Racial Weapon Affinity:[/B] The feats Dwarven Weapon Training, Eladrin Soldier, and Goliath Greatweapon Prowess function similarly: Each provides a +2 feat bonus to damage when using the listed weapons, which increases to +3 at 11th level and +4 at 21st. Also, only proficiency with non-Superior weapons is granted. [U]Reason:[/U] This allows for the racial affinity to be apparent at Paragon and Epic tier (being 1 higher than Weapon Focus) and also ensures that superior weapons don't get too prevalent. [B]Racial Energy Affinity:[/B] The feats Draconic Spellcaster, Feyborn Charm, Gnome Phantasmist, and Hellfire Blood function similarly: Each provides an unnamed +1 bonus to attack and damage rolls for powers with the listed keywords. Feyborn Charm retains its feat bonus to Bluff and Diplomacy, and Gnome Phantasmist gains a +2 feat bonus to Stealth. [U]Reason:[/U] This ensures the racial affinity to also remain apparent throughout the three tiers of play, stack with both the damage boosting feats and circumstantial attack bonus feats, and keeps them from swelling to Expertise proportions. [B]Expertise:[/B] The feats Focused Expertise, Implement Expertise, and Weapon Expertise are removed. Replacing them is a stacking +1 bonus to all attacks at levels 5, 15, and 25. [U]Reason:[/U] Yes, I'm in the camp that the Expertise feats are an awfully implemented math fix, and players shouldn't be punished for the mistakes of the designers if that can be fixed less taxingly and at a lesser disadvantage to characters using a variety of weapons and/or implements. [B]Lay on Hands:[/B] The Paladin class feature Lay on Hands is a Daily (Special) power instead of an At-Will (Special). [U]Reason:[/U] This prevents dominating enemies from using the Paladin to heal them and allows for various Daily-restoring effects to replenish Lay on Hands uses. [/QUOTE]
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