Siberys
Adventurer
GOAL: There are only three things I dislike about 4e; the glut of feats, tracking daily power usage, and tracking conditions. I've come to terms with the last, through the tools I use for tracking combat. The other two still bug me. I have two houserules, one to handle each.
RULE 1: Action points are not reset to one after an extended rest. Instead, they are set to 1 + 1 per Daily attack power + 1 per tier.
Daily attack powers can now be used once per encounter. However, using such a power costs one action point.
Players may use more than one action point per encounter, but may not gain additional Standard actions more than once per turn.
Note that this requires minor changes to a couple of paragon paths, and I think an epic destiny too.
REASONING: This moves the tracking of daily power usage from the powers themselves to AP, which I can track with tokens given to the players. With this, all I expect to track gamewise between sessions are AP, HP, and Healing Surges.
I figure a daily is about as powerful as an extra Standard action, so if a player wants to just forgo their daily they're getting a decent trade.
The + 1 AP per Daily attack power is pretty straightforward - that way a player can use their Daily attacks, obviously - but why the +1 per tier? Well, I didn't wanna make an exception for daily Utilities or daily Magic Item powers, so I figure +1 per tier would cover that. Not exact, but close enough for government work.
RULE 2: Feats are severely restricted. The current list I'm working with is basically the base multiclass feats, divinity feats (as appropriate), Dragonmarked feats (in Eberron), Ritual Caster, Skill Training, Hybrid Talent, and Proficiency feats. PCs get a free Expertise feat at first level, and Improved Defenses at 5th. I may increase the power of Skill Training or Proficiencies somehow, but that's not really the focus of this house rule.
Additionally, instead of taking a feat, a player may choose to gain an additional action point after each extended rest.
REASONING: The idea here is that most of the time, the player should choose to take the extra AP, and the feats they would take would be fairly major - strong mechanically, but with a short enough list to prevent choosing a feat from being a chore. This is inspired by the way feats are apparently looking to be set up in Next - or how the description would end up looking if I were at the helm, anyway.
Again, I'm playing kinda fast and loose with an AP's value. By some back-of-envelope math, I'm guessing an AP is approximately equivalent to a feat that gives a +2 to damage rolls (at first level anyways). Sounds reasonable to me.
So, thoughts on these?
RULE 1: Action points are not reset to one after an extended rest. Instead, they are set to 1 + 1 per Daily attack power + 1 per tier.
Daily attack powers can now be used once per encounter. However, using such a power costs one action point.
Players may use more than one action point per encounter, but may not gain additional Standard actions more than once per turn.
Note that this requires minor changes to a couple of paragon paths, and I think an epic destiny too.
REASONING: This moves the tracking of daily power usage from the powers themselves to AP, which I can track with tokens given to the players. With this, all I expect to track gamewise between sessions are AP, HP, and Healing Surges.
I figure a daily is about as powerful as an extra Standard action, so if a player wants to just forgo their daily they're getting a decent trade.
The + 1 AP per Daily attack power is pretty straightforward - that way a player can use their Daily attacks, obviously - but why the +1 per tier? Well, I didn't wanna make an exception for daily Utilities or daily Magic Item powers, so I figure +1 per tier would cover that. Not exact, but close enough for government work.
RULE 2: Feats are severely restricted. The current list I'm working with is basically the base multiclass feats, divinity feats (as appropriate), Dragonmarked feats (in Eberron), Ritual Caster, Skill Training, Hybrid Talent, and Proficiency feats. PCs get a free Expertise feat at first level, and Improved Defenses at 5th. I may increase the power of Skill Training or Proficiencies somehow, but that's not really the focus of this house rule.
Additionally, instead of taking a feat, a player may choose to gain an additional action point after each extended rest.
REASONING: The idea here is that most of the time, the player should choose to take the extra AP, and the feats they would take would be fairly major - strong mechanically, but with a short enough list to prevent choosing a feat from being a chore. This is inspired by the way feats are apparently looking to be set up in Next - or how the description would end up looking if I were at the helm, anyway.
Again, I'm playing kinda fast and loose with an AP's value. By some back-of-envelope math, I'm guessing an AP is approximately equivalent to a feat that gives a +2 to damage rolls (at first level anyways). Sounds reasonable to me.
So, thoughts on these?