What rule does your group ignore?

Lets see.

I hadn't realized the dropping the magic item use limit was so popular. Chalk me up for that one.

The other major one is the limit on the number of immediate actions you get per round. I haven't bothered auditing this one on my players, and I let the monsters do it as well and so far it hasn't been an issue. If there is some balance reason for this restriction I'm not seeing it. Arguably it makes immediate actions more powerful, but so what? Players still have to pick that power at the expensive of others. Who cares if they are geared-up to be super reactive if that's how they want to play. Otherwise we stick to the obvious: you still only get one opportunity action per enemy at a time.

To me, both of these rules fall into the area where they take up too much head-space to be bothered with.

I'm also seriously considering rewriting "insubstantial" because I think the mechanics for it are poorly done.

You are generous if you allow any number of immediate actions, your defenders must love you. I would if I played a defender at your table.

And just a minor rules correction, it is one OA per turn. Or did you want to say you ignore that, too. ;)
 

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Wow I had no idea people rolled initiative for each individual monster separately.

I do.

The game is artificial enough without having all of the same bad guys of the same type acting at the same time. This creates issues with things like: "All 5 of these guys go melee attack the Wizard at the same time" where there is no chance of a different PC getting in a turn and trying to prevent it. Also, when every creature has a separate initiative, the chances of really lopsided situations like "all of the monsters go, then all of the PCs go" are almost non-existent. With 2 or 3 different types of monsters with an initiative for each type, this can happen often.

It requires a tiny bit more setup (most of which can be done pre-game), but it minimizes this clunkiness.
 

And just a minor rules correction, it is one OA per turn.

I'm a bit of a newb with 4e, but in PHB p 290, it says, "One per Combatant's Turn: You can take only one opportunity action during another compatant's turn, but you can take any number during a round."

To me, that says that if you had 10 baddies run past you, you'd get 10 opportunity attacks, right?

Or are you saying that if you move past two enemies, only the first would get an Opportunity Attack against you? If so, I don't read that, either.

If that's not what you were disputing, then can you explain?

Regardless, please set me straight. This situation hasn't come up yet in our 4e game, but we have a Warden, so it's surely going to at some point, as I'm assuming that Warden's Fury / Warden's Grasp could also be used against multiple enemies (but only once per particular enemy) in a round.
 

After taking the first multiclass feat, a second feat allows you to retrain powers to the new class. 1 power per level, max 1 enc, 1 daily & 1 utility.

Throw and stab can target the same creature.
- dual attack can not. Its a difference between striker and defender.
Insignificant treasure & expenses are handwaved. Refered to getting or spending as goblin gold.
PCs level every 2 sessions. XP is otherwise ignored.

For those of you ignoring the MI rule, I could get behind ignoring the tier/milestone based restriction. However a lot of items are balanced (supposedly) around whether the power is encounter or daily in use.
Doesn't this change the value assigned to items?
My least tactical player has 3 daily use items at 5th level. He could use the help.

I had a rule that everyone could start with training a skill based on which god was currently in overseeing the world. (currently Arcane) But when I started the second campaign in the game world I had forgotten it.
 
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You are generous if you allow any number of immediate actions, your defenders must love you. I would if I played a defender at your table.

And just a minor rules correction, it is one OA per turn. Or did you want to say you ignore that, too. ;)

Yeah I'm mixing in terms there, so it was probably unclear. We still follow this for OA: "One per Combatant’s Turn: You can take only one opportunity action during another combatant’s turn, but you can take any number during a round."

But this is the one we largely ignore in regards to Immediate Actions: "Once per Round: You can take only one immediate action per round, either an immediate interrupt or an immediate reaction. If you take an immediate action, you can’t take another one until the start of your next turn, but you can’t take an immediate action on your own turn."

Yes I see your point in regards to defenders, like with our fighter's combat challenge. In truth I try to enforce it, but in practice either myself or the player will forget. If a round is taking over ten minutes and there is a lot going on, I might not remember that the fighter used his combat challenge nine minutes ago on a minion and the player might not either. I'm just not sure it's worth the head-space to track it. Given that we have 3-4 players on a regular basis I'm willing to allow the fighter to be a bit more sticky.
 


I'm a bit of a newb with 4e, but in PHB p 290, it says, "One per Combatant's Turn: You can take only one opportunity action during another compatant's turn, but you can take any number during a round."

To me, that says that if you had 10 baddies run past you, you'd get 10 opportunity attacks, right?

Or are you saying that if you move past two enemies, only the first would get an Opportunity Attack against you? If so, I don't read that, either.

If that's not what you were disputing, then can you explain?

Regardless, please set me straight. This situation hasn't come up yet in our 4e game, but we have a Warden, so it's surely going to at some point, as I'm assuming that Warden's Fury / Warden's Grasp could also be used against multiple enemies (but only once per particular enemy) in a round.
Each creature gets one OA per other creature's turn. 10 guys run by you, each on their own turn, you get 10 OAs.

Warden's Fury and Warden's Grasp are not OAs. They are Immediate Actions. You only get one Immediate Action per round.
 

I ignore that failed death saves accumulate over the course of the encounter. Img if a pc is healed after being unconcious and failing a death save or two, and then is dropped again sometime later that battle he's reset to needing 3 more failed death saves before actually dying.
 

My first long-term 4e campaign ignored the fact that commander's strike requires the warlord to be adjacent to the recipient.

This started as a misconception as to how commander's strike was supposed to work and kinda got grandfathered in since it was much cooler that way.

Now that there's a ranged option for it (in MP2), I'll correct that in the future.

I was looking for this ranged option in MP2 but was unable to find it. Can you elaborate please?
 

I was looking for this ranged option in MP2 but was unable to find it. Can you elaborate please?

It's called "Direct the Strike". New at-will in MP2.

The tradeoffs are that it doesn't grant any bonus to hit, and it's ranged, so it provokes opportunity attacks from the warlock.

Still, it's a great power if you have someone with good basic attacks in the group.
 

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