Dragonblade
Adventurer
Please comment on my house rules. First of all, I wanted rules for recovering powers and also casting rituals in combat so I came up with something I liked. I also loved the Wound system that 77IM came up with (and he attributed to Keith Baker).
I also made a tweak to how skills and actions points work. I am aware that this makes PCs a bit more powerful in that they now can possibly use their expended powers more often. I'm ok with that since one of my goals is to slightly decrease combat time without going as far as I have seen some other posters who have suggested such things as doubling all damage in order to speed up combat and make it grittier.
I have also always disliked the notion that you cannot recover powers. It has always jarred my suspension of disbelief.
Anyway, let me know what you think:
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Skills – When selecting trained skills, characters are not restricted to their class list. They can choose any skill as a trained skill.
For example, a cleric PC would be trained in Religion (per the class description) plus any three skills of their choice. Currently they would be limited in choosing trained skills from the cleric skill list.
Action Points – The current rules for gaining and accumulating action points no longer apply. Instead, a character always starts every encounter with 1 action point they can spend during that encounter. Unspent action points cannot be saved.
New Actions:
Refocus
Characters can recover expended powers and ready them again by clearing their mind and focusing their will.
Refocus: Standard Action
Encounter powers – A character can regain one expended encounter power of their choice.
Daily powers – By spending a Standard Action AND 1 healing surge, a character can recover one expended daily power. During a short rest, characters can expend as many healing surges as they like to recover as many daily powers as they like.
Ritual Casting
You can now speed up the casting of a ritual and cast rituals more effectively in combat.
Ritual Casting: Standard action
Can only perform Minor Actions – While using the Ritual Casting action, the only other actions a character can perform are Minor actions.
Combat Advantage – Until the beginning of your next turn, you grant combat advantage.
Provoke Opportunity Attacks – Ritual casting provokes opportunity attacks from adjacent enemies.
Casting time – The default time required to perform a ritual is outlined in the description of the ritual. This time can be reduced by performing skill checks.
Skill check – Make a Moderate difficulty skill check using the key skill specified in the ritual description. If you succeed, the Standard action you spent casting the ritual counts toward the time required to perform the ritual as if you had spent 1 minute performing the ritual. Every 5 points by which you exceed the DC counts as another minute. Once you begin performing a ritual you must continue to use the Ritual Casting action every round until you fulfill the time requirement, at which time the ritual takes effect. Otherwise, the rules for interrupting a ritual apply normally.
Final effect – A completed ritual takes effect at the end of the turn you fulfilled all the time and other requirements. Follow the rules under the ritual description as normal. If a skill check is required to determine the effect, make that skill check separately from any skill checks made to reduce the time requirement.
Aid Another – Up to 4 others can assist you in performing the ritual per the Aid Another action. They do not need to know the ritual to assist you.
And the awesome Wound rules are here:
http://www.enworld.org/forum/4e-fan-creations-house-rules/240891-wound-system.html#post4463100
I also made a tweak to how skills and actions points work. I am aware that this makes PCs a bit more powerful in that they now can possibly use their expended powers more often. I'm ok with that since one of my goals is to slightly decrease combat time without going as far as I have seen some other posters who have suggested such things as doubling all damage in order to speed up combat and make it grittier.
I have also always disliked the notion that you cannot recover powers. It has always jarred my suspension of disbelief.
Anyway, let me know what you think:
---------------
Skills – When selecting trained skills, characters are not restricted to their class list. They can choose any skill as a trained skill.
For example, a cleric PC would be trained in Religion (per the class description) plus any three skills of their choice. Currently they would be limited in choosing trained skills from the cleric skill list.
Action Points – The current rules for gaining and accumulating action points no longer apply. Instead, a character always starts every encounter with 1 action point they can spend during that encounter. Unspent action points cannot be saved.
New Actions:
Refocus
Characters can recover expended powers and ready them again by clearing their mind and focusing their will.
Refocus: Standard Action
Encounter powers – A character can regain one expended encounter power of their choice.
Daily powers – By spending a Standard Action AND 1 healing surge, a character can recover one expended daily power. During a short rest, characters can expend as many healing surges as they like to recover as many daily powers as they like.
Ritual Casting
You can now speed up the casting of a ritual and cast rituals more effectively in combat.
Ritual Casting: Standard action
Can only perform Minor Actions – While using the Ritual Casting action, the only other actions a character can perform are Minor actions.
Combat Advantage – Until the beginning of your next turn, you grant combat advantage.
Provoke Opportunity Attacks – Ritual casting provokes opportunity attacks from adjacent enemies.
Casting time – The default time required to perform a ritual is outlined in the description of the ritual. This time can be reduced by performing skill checks.
Skill check – Make a Moderate difficulty skill check using the key skill specified in the ritual description. If you succeed, the Standard action you spent casting the ritual counts toward the time required to perform the ritual as if you had spent 1 minute performing the ritual. Every 5 points by which you exceed the DC counts as another minute. Once you begin performing a ritual you must continue to use the Ritual Casting action every round until you fulfill the time requirement, at which time the ritual takes effect. Otherwise, the rules for interrupting a ritual apply normally.
Final effect – A completed ritual takes effect at the end of the turn you fulfilled all the time and other requirements. Follow the rules under the ritual description as normal. If a skill check is required to determine the effect, make that skill check separately from any skill checks made to reduce the time requirement.
Aid Another – Up to 4 others can assist you in performing the ritual per the Aid Another action. They do not need to know the ritual to assist you.
And the awesome Wound rules are here:
http://www.enworld.org/forum/4e-fan-creations-house-rules/240891-wound-system.html#post4463100
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