Nifft's House Rules

Nifft

Penguin Herder
I expect this to be shorter than the house rules I have for 3.5e. :)

Safe Saves: Bonus saving throws never worsen your condition on failure.

Proficiency Groups: You do not select a single weapon when you take the feat Weapon Proficiency; instead, you choose a weapon group. You become proficient with all Simple and Military weapons in that group. Also, a new feat:

Superior Weapon Proficiency
Prerequisite: Proficiency with at least one Military weapon of a particular group (e.g. heavy blades, flails, etc.).
Benefit: Choose one Superior weapon from the same weapon group. You are considered proficient with this Superior weapon.​

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Addition on July 30, 2008:

Healer's Lore + Regeneration: Healer's Lore grants the indicated hit points once, when the regeneration effect is granted. The amount of damage regenerated does not change.

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Addition on November 23rd, 2008:

Sustain Power: You do not grant an OA when you merely sustain a power. However, making an additional attack with a sustained power may grant an OA. Making an attack with a zone or walls does not grant an OA; making an attack with a conjuration does.

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That's it for now.

Cheers, -- N
 
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Mind if I suggest some more? :)


Urgent

* Blade Cascade (Ranger Daily 15): As soon as an attack misses or you make 4 attacks with this power, this attack ends.
* Seal of Binding (Cleric Daily 25): You cannot heal hit points or gain temporary hit points while this power is in effect.
* Cloak of Invisibility: You become invisible until the end of the encounter or until you take damage.
* Skill Challenges: Use Stalker0's Obsidian Skill Challenge System instead.

Balance

* Rain of Blows (Fighter Encounter 3): The primary and secondary hits only deal 1[W] damage instead of 1[W]+Strength.
* Sure Strike (Fighter At-Will 1), Careful Attack (Ranger At-Will 1): Hit: 1[W]+Strength damage (melee) and for Careful Attack, 1[W]+Dexterity (ranged).
 


I'd leave Steel Serpent Strike at 1, and just make Dance of Steel better, if you were doing that. Like make it target Reflex, or something. That said, it's easy to just ignore a weak power.
 

I'd leave Steel Serpent Strike at 1, and just make Dance of Steel better, if you were doing that. Like make it target Reflex, or something. That said, it's easy to just ignore a weak power.

Man I can't ignore it. It really bugs me actually. For the most part they avoided the "dodge" traps of 3.x but this one looks like an ugly wart to me. Ugly with puss oozing. And it's a fairly cool name so I don't want to just get rid of it. Perhaps I could make DoS just like SSS but target reflex and no weapon requirement.
 


Balance

* Sure Strike (Fighter At-Will 1), Careful Attack (Ranger At-Will 1): Hit: 1[W]+Strength damage (melee) and for Careful Attack, 1[W]+Dexterity (ranged).

Wouldn't that over balance them? Why would you use other At-Wills at all, when you get +2 to hit and get to add in your normal str/dex damage?
 


Falling Rules:

Damage for fall: Distance fallenx2 + 3d10 for Heroic, +4d10 for paragon, and +5d10 for Epic.

Yes, deadly.

So is it the character's increased ego that makes them fall faster as they get higher in level? This house rule doesn't really make any sense to me
 


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