Inspired by this post;
.. I have been wondering about some other common house rules to speed up play and spice things up a bit.
For instance, how do you feel about making Skill Checks a free action during (non-skillchallenge) encounters? This would probably encourage more heroic actions like flipping tables, tieing ropes, settings stuff on fire etc. yay or nay?
Another; weaponswitching. Free action, free action but only if you use it as part of your attack (essentially giving everybody the Quick Draw feat), minor to sheathe but free to draw? How about free for everyone but minor when switching from two weapons to one different weapon (e.g. two blades to longbow). Again, yay or nay?
What are your thoughts on these, and what others have you been using with great success?
[edit] right now I'm not using any houserules. It's also not like we're in a rut, but the RAW do have a tendancy to make combat encounters grindy and make players stall the gameflow with 15min workdays and such. I'm looking for some ideas to counter this. That and I'm curious as to how you guys play so many years after 4E's release.
Originally Posted by Highland Raider![]()
Our group has, for a few years now, used the following rules for action points:
1) spend 1 action point to gain an extra action (per rules);
2) spend 1 action point to re-roll a botched roll (used for those dailies when you wind up rolling a 1, which happens far more often with our group than we care for);
3) spend 1 action point to recover a spent encounter power;
4) spend 2 action points to recover a spent daily.
I think that's it. We've found that this eliminates nearly all grind (though we have had a few encounters that wound up dragging out even with these adjustments--just fewer than we saw previously).
This sounds very interesting. We've been struggling with some streamlining issues in our group.
My players tend to sit on their action points like it's black gold - way too valuable to just give up. On the other hand, the wizard usually pushes for 15 minute workdays because everything lower than max (including surges) qualifies as "weakened" in his eyes. So they never stock up on Action Points either.
Your adjustments might be a cure for both problems.
Does this work well with the oft-proposed houserule of making an Action Point recharge after every battle instead of a milestone? I've been thinking of doing that for our group for the same reasons mentioned above.
Rambling a bit here but I've also read about this houserule where you could spend more than 1 AP per encounter. This would counter the 15min workday but could also cause the players never to spend any APs, saving them for the BBEG which might not even show up before their next extended rest.
The woes of a DM..
.. I have been wondering about some other common house rules to speed up play and spice things up a bit.
For instance, how do you feel about making Skill Checks a free action during (non-skillchallenge) encounters? This would probably encourage more heroic actions like flipping tables, tieing ropes, settings stuff on fire etc. yay or nay?
Another; weaponswitching. Free action, free action but only if you use it as part of your attack (essentially giving everybody the Quick Draw feat), minor to sheathe but free to draw? How about free for everyone but minor when switching from two weapons to one different weapon (e.g. two blades to longbow). Again, yay or nay?
What are your thoughts on these, and what others have you been using with great success?
[edit] right now I'm not using any houserules. It's also not like we're in a rut, but the RAW do have a tendancy to make combat encounters grindy and make players stall the gameflow with 15min workdays and such. I'm looking for some ideas to counter this. That and I'm curious as to how you guys play so many years after 4E's release.
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