What single houserule has made your game AWESOME?

Great ideas!

For my game, I am pleased with the banning of Expertise and Paragon Defenses, and giving the characters +1 to attack at levels 5/15/25, along with +1 to NADs at the same levels. I call it the "Math Expertise" feat, and everyone gets it for free. On top of that, I let them raise 3 stats at the 4/8 levels, in order to shore up the weakest defense a bit.

Thanks for this thread. It gives me some feedback on several things I have been considering changing in my game.

I have noticed issues with grind when the dice were running a bit cold for the PC's, especially in the last session. It was a bad session altogether. Aside from the grind, the complete lack of involvement of one of the players in combat just sucked. She was utterly tuning out when it wasn't her turn, and was doing nothing but casting Eyebite every turn, not even using her other at-will, despite Eldritch Blast having a higher damage potential. I made some mistakes in not involving the ranged people enough - I should have attacked them with something, or shut the darn door they were shooting through in order to force them to do something different. After the session I was flat out told by that player's husband that she hates combats, and that my husband's old game was better because he had more roleplaying. :(

I have *lots* of roleplaying (and my husband's game had hours-long combats too - but they have forgotten that), but just not this past session, which happens to be a dungeon crawl. They were *supposed* to do 2 fights, then talk to the prisoners and gain plot details, along with the chance to do some negotiating with a group of bad guys. Unfortunately combats are going too slowly and boring this one player. So we barely finished the second fight and they packed it up. I gave out a handout that had a riddle clue on it, using some of the fonts posted here, and the player didn't even look at it. She and her husband just left after telling me how much the session bored her to death.

I will lose my other players if I don't have some good fights. They get bored with the shopping expeditions and extended bargaining sessions that are dominated by the warlock's player. My group has incompatible playstyles in some ways. It's very frustrating for everyone. We play so infrequently that a good chunk of the session is taken up by socializing among the players (we're all good friends), and we aren't progressing at anything like the pace I would like to.

I hadn't considered running combats without using by the book initiative, but the more I think about it, the more I think it will keep people more engaged in what is going on, and allow them to better coordinate their actions. It's certainly worth a shot. I can still let the warlord's initiative trick work - it can just give the other person another turn as opposed to switching their place in initiative order.

The other ideas I have been considering for awhile are using some kind of aspect and fate system, and reducing the grind by giving mobs 3/4 hp and upping the damage (by 1/2 level, or do you just add what seems appropriate?). I am trying to introduce more interesting terrain, but the base module I'm using doesn't have as much as I'd like, so I need to do it myself. When I'm rushing my prep, it doesn't happen, and so combats are falling flat a bit.

Aspects could be fun, so long as I can get everyone to use them and be involved. The fate point rewards should hopefully do that, and I like the suggestions of allowing fate points to add to die rolls and perhaps recharging powers. The recharge ability seems powerful, but not out of line with the idea I posted in another thread about making encounter and daily powers reliable. I would do fate points instead of that, which eliminates some of the potential rules issues.

In any case, the ultimatum I received on Saturday means I need to change or drop those players from my group altogether due to incompatibility. I really don't want to do that, so some kind of real change is in order.
 

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For the campaign I'm currently playing in, it's Aspects and Fate Points ported straight across from Spirit of the Century (with the numerical bonuses doubled). Characters get one aspect per level, with additional ones awarded at the DM's whim - one PC got arrested and had a hand removed as punishment, acquiring the "bonus" aspect Stumpy in the process. Once he acquired a Disembodied Hand familiar at level 4, the aspect got replaced with Paranoid, which is getting an immense amount of mileage on both sides of the table. (It's a truly excellent aspect - the DM can compel it and then not actually do anything with the compel and it'll work perfectly. :D)

What change have you made in your game that has kicked the awesome into high gear?

That totally rocks... the best I can come up with is players making a defense roll and describing how they used their abilities to minimise the attack even when they lost hit points.
 

For the campaign I'm currently playing in, it's Aspects and Fate Points ported straight across from Spirit of the Century (with the numerical bonuses doubled). Characters get one aspect per level, with additional ones awarded at the DM's whim

Ok I,ve seen this before, but I've never heard a decent explaination. Can anyone explain this or provide a link?
 
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We do the fate point thing as well, but hmm... let's see...

I would have to go with the initiative system we use (ars ludi). Since I have posted it before, I will simply paste it here...

---paste---

Basically PC's/Creatures roll initiative (I roll once for the creatures). Those players who beat the creatures go (if any do) then the creatures go (all of them) then back to ALL PC's including those who got to go before the creatures and we then simply alternate from there, Creatures > PC's > Creatures > PC's etc.

Players decide amongst themselves who is going to go, who follows next etc. It keeps everyone engaged, and those who are not quite ready figure it out while the others go. It also allows for more player strategy (you go here, then i will go here and do this) etc. It's all per RAW since a) everyone can delay to go at the same-ish time and b) you can shout commands as free actions.

This method (referred to as the ars ludi method) sped our encounters up enough that nothing else needed to be done. It's become one person after the next after the next - bam bam bam, no real downtime between each persons actions.

As has been pointed out to me, it is not EXACTLY per RAW because you can have a situation where, let's say for example, someone is unconscious... so when it comes back to the PC's turn, they could (using this method) have the cleric go first and heal the unconscious player, who could then stand when the cleric is done and have his turn -- but as per RAW if you are unconscious, you can not delay -- so you could argue the unconscious player has to roll his death save before the rest of the players go and do nothing else, etc. I let it go (the one time it has happened from what I remember). These little workings of the system are exciting to the players and don't hurt the encounter imo.

Again, this has 1) saved us a lot of time and 2) made the encounters much more dynamic and exciting. Previously it was easy to ignore what happened after you went - the battle field was going to change so much as players kind of did their own thing etc that there wasn't much of a point to plan what you were going to do next - might as well do something else. Now, the mobs go (I am quick at running this) and then right back to PC's who have been watching it unfold and have been planning as it went for how they were going to (together) setup their next turns.

This is the method I use, but it is NOT my invention. You can see it here... http://arsludi.lamemage.com/index.ph...silent-killer/

---/paste---
Ah ha! So that's where Mike got that from. I use this too. It works out really well. Though I skip the rolling all together and just add 10 to the monster's initiative mod. Once you get past the first round it doesn't matter much anyway.
 

She was utterly tuning out when it wasn't her turn, and was doing nothing but casting Eyebite every turn, not even using her other at-will, despite Eldritch Blast having a higher damage potential. .

The trick I mentioned of making all defenses active actions helps keep people connected to the action "out of turn" and to help make things feel vivid.
 




Also: Aspect Examples

What I need to determine is what advantages to allow aspects and fate points to grant. Compelling them seems a little easier to adjudicate.

My son and I find ourselves picking aspects for every character in movies we watch... its damn near addictive... very much nerdy good fun. We havent gotten around to using it with D&D wierd eh... . I think you need to start with more aspects Fate points and fun you get out of it are the regulator of how much impact they grant not the number of them.
 

That totally rocks... the best I can come up with is players making a defense roll and describing how they used their abilities to minimise the attack even when they lost hit points.

Wanna share more details on this? Sounds interesting.

For example, are you just telling them what's being attacked (Reflex for example) and letting them roll the attack against themselves? Or, are you rolling against them and they get a roll to reduce, etc?

Anyway yea, more details please ;)
 

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