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Your opinion/experiences with some houserules
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<blockquote data-quote="D'karr" data-source="post: 6017943" data-attributes="member: 336"><p>Some of my game adjustments</p><p></p><p><strong>Skill checks</strong></p><p>During "combat" skill checks are graduated as such:</p><p>Standard Action: Easy DC</p><p>Move Action: Moderate DC</p><p>Minor Action: Hard DC</p><p></p><p>This lets players decide if it's important enough to do whatever they are trying to do, and assess the level of risk involved in doing it.</p><p></p><p><strong>Milestones</strong></p><p>Milestones are tied to actual in world milestones. For example, if they are in a combat to defeat the wizard's ritual when the wizard goes bloodied they might get an action point, or a recharge of an encounter power. When the ritual is defeated they might get an action point, or a surge equivalent in temp hit points.</p><p></p><p>When reinforcements show up (2nd or 3rd wave) the heroes might get a healing surge in temp hit points, or the equivalent of second wind. </p><p></p><p>There are as many ways to make this interesting as you want to make up.</p><p></p><p><strong>Long term injury and wounds</strong>:</p><p>I've been using my own system to model these two things as part of the game. I use it sporadically but you can read the entirety of what I've come up with in this blog:</p><p><a href="http://loremaster.org/entry.php?43-Look-Ma-no-wounds-%28Part-1%29" target="_blank">Part 1</a></p><p><a href="http://loremaster.org/entry.php/44-Look-Ma-no-wounds-%28Part-2%29" target="_blank">Part 2</a></p><p><a href="http://loremaster.org/entry.php/45-Look-Ma-no-wounds-%28Part-3%29" target="_blank">Part 3</a></p><p></p><p><strong>Do something cool</strong>:</p><p>My players have become masters of improvised actions because I reward that type of play and keep it in front of them. You can read all about that <a href="http://loremaster.org/entry.php?20-The-stuff-right-in-front-of-you" target="_blank">system here</a>.</p><p></p><p>I've also experimented with quick rests. These are similar to second wind, but grant you back one encounter power. This allows me to keep throwing complications at my players without creating an overwhelming TPK.</p><p></p><p>Combats in my games are brutal and chaotic. I don't wait for players. If they are ready when I get to them in the initiative order they get a +2 to actions on their turn. If they are not ready I put them on delay and move on. </p><p></p><p>I use terrain constantly. From shoving a bookshelf, to throwing boxes/logs/etc., to spilling fiery braziers, to cutting ropes on nets, curtains, etc. My combats are punctuated by the amount of "off script" things that happen. Monsters run away, surrender when bloodied, go get reinforcements, sound the alarm, or fight viciously to the death. Monsters never, ever behave in a predictable manner. </p><p></p><p>When I'm running monsters they will usually trigger OA's and violate marks. This makes the game much more interesting for my players, and it reinforces the "cool" things about their character abilities.</p><p></p><p></p><p></p><p></p><p>-</p></blockquote><p></p>
[QUOTE="D'karr, post: 6017943, member: 336"] Some of my game adjustments [B]Skill checks[/B] During "combat" skill checks are graduated as such: Standard Action: Easy DC Move Action: Moderate DC Minor Action: Hard DC This lets players decide if it's important enough to do whatever they are trying to do, and assess the level of risk involved in doing it. [B]Milestones[/B] Milestones are tied to actual in world milestones. For example, if they are in a combat to defeat the wizard's ritual when the wizard goes bloodied they might get an action point, or a recharge of an encounter power. When the ritual is defeated they might get an action point, or a surge equivalent in temp hit points. When reinforcements show up (2nd or 3rd wave) the heroes might get a healing surge in temp hit points, or the equivalent of second wind. There are as many ways to make this interesting as you want to make up. [B]Long term injury and wounds[/B]: I've been using my own system to model these two things as part of the game. I use it sporadically but you can read the entirety of what I've come up with in this blog: [URL="http://loremaster.org/entry.php?43-Look-Ma-no-wounds-%28Part-1%29"]Part 1[/URL] [URL="http://loremaster.org/entry.php/44-Look-Ma-no-wounds-%28Part-2%29"]Part 2[/URL] [URL="http://loremaster.org/entry.php/45-Look-Ma-no-wounds-%28Part-3%29"]Part 3[/URL] [B]Do something cool[/B]: My players have become masters of improvised actions because I reward that type of play and keep it in front of them. You can read all about that [URL="http://loremaster.org/entry.php?20-The-stuff-right-in-front-of-you"]system here[/URL]. I've also experimented with quick rests. These are similar to second wind, but grant you back one encounter power. This allows me to keep throwing complications at my players without creating an overwhelming TPK. Combats in my games are brutal and chaotic. I don't wait for players. If they are ready when I get to them in the initiative order they get a +2 to actions on their turn. If they are not ready I put them on delay and move on. I use terrain constantly. From shoving a bookshelf, to throwing boxes/logs/etc., to spilling fiery braziers, to cutting ropes on nets, curtains, etc. My combats are punctuated by the amount of "off script" things that happen. Monsters run away, surrender when bloodied, go get reinforcements, sound the alarm, or fight viciously to the death. Monsters never, ever behave in a predictable manner. When I'm running monsters they will usually trigger OA's and violate marks. This makes the game much more interesting for my players, and it reinforces the "cool" things about their character abilities. - [/QUOTE]
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