What rule does your group ignore?

We ignore the daily magic item limit and don't count XP either.

The magic item limit we threw out day one. After our first session I looked at everyone and told them we weren't counting XP either. No one complained.

I'm sure there are a host of other errors that become rules.
 

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I've been thinking of going with the "one action point per encounter" rule myself, except that doing so removes APs as incentive to keep going after you've started to burn through dailies. There's no reason to push ahead for one more milestone if both APs and item daily powers are no longer limited by said milestones.

What I'm thinking of doing is saying that you get one AP/encounter plus one per milestone. IOW, after your first milestone of the day, you now have two per encounter. If you reach two full milestones, you have three APs, and so forth. That's going to make characters really nasty in late encounters in an encounter-heavy day, but I think (as long as the DM plans accordingly) it could be made to work, and make for some really interesting combats.

Of course, if players have more APs to throw around (even one/encounter is an increase, let alone what I'm talking about in later encounters), it means elite and solo monters need to have more, as well...
 

Oh yeah, I forgot, I ignore xp completely. Much prefer building in "level up" spots in the campaign.
Us too. Keeping track of XP is like playing "Fun with accountantcy!". Levels at plot points (i.e. you finished this adventure, have a level) achieves exactly the same thing in that level growth is achieved. Much more fun to the GM, thats for sure
 

I've been thinking of going with the "one action point per encounter" rule myself, except that doing so removes APs as incentive to keep going after you've started to burn through dailies. There's no reason to push ahead for one more milestone if both APs and item daily powers are no longer limited by said milestones.

What I'm thinking of doing is saying that you get one AP/encounter plus one per milestone. IOW, after your first milestone of the day, you now have two per encounter. If you reach two full milestones, you have three APs, and so forth. That's going to make characters really nasty in late encounters in an encounter-heavy day, but I think (as long as the DM plans accordingly) it could be made to work, and make for some really interesting combats.

Of course, if players have more APs to throw around (even one/encounter is an increase, let alone what I'm talking about in later encounters), it means elite and solo monters need to have more, as well...

Does this mean you're also ignoring the rule you can only spend one AP per encounter? :)

Cheers!
 

I ignore the rule linking the pre-generated background story to the background skill bonus. I told my players to make up good backstories and then take either a +2 bonus or add a class skill

I am doing the same. But PHB 2 background rule is already suggesting to create backgrounds unique to our own PCs. So we are not ignoring a rule, I guess.
 

My 4E group has been rotating DM's, and 3 out of 4 of us ignore XP. We just say "You level up when I tell you to level up!"
In my campaign, we ignore XP and treasure.

I basically tell the players: when your character levels up, he gets a magic item of your choice of up to (new level +1) and gold equal to one-fifth the value of a magic item of (new level -1). For example, a character who makes 2nd level gains a 3rd-level magic item and 72 gp (one-fifth the value of a 1st-level magic item).
 


Drawing weapons. I can't remember a single 4e game in which anyone kept a track of whether or not you had a weapon or implement in your hand at the start of combat.

Changing weapons, to a certain extent, but drawing weapons is pretty much a free action.
 

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