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What single houserule has made your game AWESOME?
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<blockquote data-quote="Zaphling" data-source="post: 5155450" data-attributes="member: 89462"><p>I also let my PCs roll an initiative for their team versus the initiative for my monsters. I agree, this way it will force the players to create tactics and teamplay.</p><p>I also make my battles dynamic. Attack rolls vs Defense rolls. As stated earlier, you just subtract the flat 10 in defenses. So defense stats will look like this.</p><p></p><p>AC: +7</p><p>Fort: +4</p><p>Ref: +7</p><p>Will: +2</p><p></p><p>I also added critical effects to make the game more random and fun.</p><p>If ever they roll a natural 20, excluding the full damage, they will also roll d%. and compare it to a char of effects.</p><p>D%: Critical</p><p>95-100 Knocked unconscious or stunned</p><p>90-94 bleeding (ongoing 5 damage)</p><p>76-80 weakened</p><p>66-70 crippled (slowed)</p><p>56-60 dazed</p><p>46-50 blinded (-5 attack)</p><p>31-40 Knocked prone</p><p>20-26 immobilized</p><p>1-10 normal damage</p><p></p><p>If they also roll a natural 1. Not only they will grant combat advantage to all enemies until the end of the PCs next turn. They will roll a d% for effects too.</p><p>D%: Fumble</p><p>95-100 Full Damage self</p><p>88-94 Half Damage self</p><p>75-80 Reroll attack</p><p>51-70 Knocked prone</p><p>31-40 Disarmed (1d8 direction; 1d6 distance)</p><p>21-25 Sundered</p><p>1-10 Attack ally (dice depending on number of allies)</p><p></p><p>Then if ever they rolled a natural 20 or 1 in defense rolls, the effects are just simple but really nice.</p><p>Perfect Block [20]: the defender can make a free action melee or range basic attack against his attacker.</p><p></p><p>Fumbled Block [1]: the defender grants combat advantage to his next attacker</p><p></p><p>Another little but nice house rule. if you push or slide a creature against a wall, you have +1d4 bonus dmg.</p><p></p><p>Giving my rogue PC access to Improved Feint feat. Feinting is now a minor action instead of standard.</p><p></p><p>and I borrowed from Dragon Age, if ever PCs faint or in other words, reaches 0hp or below as long he is not dead, whenever he comes back into consciousness, he rolls a d% and compare it to a chart of negative effects. These effects are cumulative per faint. and they cannot be removed until they reach extended rest.</p></blockquote><p></p>
[QUOTE="Zaphling, post: 5155450, member: 89462"] I also let my PCs roll an initiative for their team versus the initiative for my monsters. I agree, this way it will force the players to create tactics and teamplay. I also make my battles dynamic. Attack rolls vs Defense rolls. As stated earlier, you just subtract the flat 10 in defenses. So defense stats will look like this. AC: +7 Fort: +4 Ref: +7 Will: +2 I also added critical effects to make the game more random and fun. If ever they roll a natural 20, excluding the full damage, they will also roll d%. and compare it to a char of effects. D%: Critical 95-100 Knocked unconscious or stunned 90-94 bleeding (ongoing 5 damage) 76-80 weakened 66-70 crippled (slowed) 56-60 dazed 46-50 blinded (-5 attack) 31-40 Knocked prone 20-26 immobilized 1-10 normal damage If they also roll a natural 1. Not only they will grant combat advantage to all enemies until the end of the PCs next turn. They will roll a d% for effects too. D%: Fumble 95-100 Full Damage self 88-94 Half Damage self 75-80 Reroll attack 51-70 Knocked prone 31-40 Disarmed (1d8 direction; 1d6 distance) 21-25 Sundered 1-10 Attack ally (dice depending on number of allies) Then if ever they rolled a natural 20 or 1 in defense rolls, the effects are just simple but really nice. Perfect Block [20]: the defender can make a free action melee or range basic attack against his attacker. Fumbled Block [1]: the defender grants combat advantage to his next attacker Another little but nice house rule. if you push or slide a creature against a wall, you have +1d4 bonus dmg. Giving my rogue PC access to Improved Feint feat. Feinting is now a minor action instead of standard. and I borrowed from Dragon Age, if ever PCs faint or in other words, reaches 0hp or below as long he is not dead, whenever he comes back into consciousness, he rolls a d% and compare it to a chart of negative effects. These effects are cumulative per faint. and they cannot be removed until they reach extended rest. [/QUOTE]
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What single houserule has made your game AWESOME?
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