View Single Post
Old 03-15-2011, 07:33 PM   Top  -  End  -  #1
Surrealistik
Ettin in the Playground
 
 
Join Date: Feb 2008
Default [4E] Essential House Rules

Also posted on OOTS, but I don't think linking there is permitted so I'm reposting here. Hopefully this will prove useful for current and prospective 4E D&D DMs.

#1: Ritual mastery, and surge powered rituals:

Spoiler


#2: Each player gains one free expertise and one free defense bolstering feat of that player's choice. The defense feat chosen must permanently and unconditionally increase at least one defense.

Why? Both Expertise and defense boosting feats are required to keep pace with monster defense and attack roll progressions; these are universal feat taxes.

Further, these feats are so powerful relative to other feats of the same tier (particularly by Paragon) that they are de facto feat taxes.


#3: Each defender that has a primary ability other than strength gains a free Melee Training or other feat that enables them to substitute their strength with their primary ability score for the attack rolls of opportunity or melee basic attacks.

Why? Precludes non-strength defenders from suffering an unnecessary feat tax in the form of Melee Training and equivalents. These feats are required if the defender wants a strong opportunity attack, which is essential for the role.


#4: A creature can only take damage from entering or exiting a zone, square, aura or area once per turn.

Why? Prevents degenerate forced movement combos accumulating massive amounts of automatic damage (see Storm Pillar + readied forced movement as an example).


#5: PCs are only allowed one (1) slotless Alternative Reward item (boons, grandmaster training, etc...) per tier.

Why? Generally, these items are incredibly and disproportionately powerful for their cost and rarity. Coupled with the fact that they're slotless, they're far too strong to be permitted without any such limiter.


If I'm missing any other high priority/important house rules, be sure to let me know.


Less Essential Houserules:

Though not as critical to an enjoyable 4e experience as the above changes, I find the game does work better with these additions:

Added the following under "Less Essential Houserules":


#1: PCs have a +1 innate enhancement bonus to all attack rolls, damage rolls, and defenses at level 5. This bonus increases by +1 every additional 5 levels thereafter. PCs further have bonus critical damage dice equal to +1d6 per enhancement bonus gained in this way. These bonuses overlap but do not stack with enhancement bonuses from magical gear.

Why? Allows PCs to viably use a broader variety of gear in combat, notably increasing player options without penalizing and disincentivizing investments in primary gear overtly. Normally secondary gear sets far too fall behind to be useful at higher levels, which results in stagnant, fixed loadouts.


#2: Basic, mundane ammo isn't tracked. Currency weight isn't tracked, nor are currency denominations except where necessary. Players are always assumed to have adequate food and water unless in situations where these essentials are scarce at which point it's up to the DM to decide what rations the PCs have unless they've undertaken especial efforts to stock sustenance.

Why? Prevents the game from being bogged down in pointless, simulationist minutiae. Most games follow this rule in practice anyways.
__________________
Essential 4e Houserules
Guide to DMing PbP 4e
Homebrew Compendium
"Let weak feed upon weak, that we may divine the nature of strength."
Step into the arena: 4E Team Deathmatch IC Forum Map Combat Tracker

Last edited by Surrealistik : 05-15-2013 at 10:43 AM.
Surrealistik is offline   Reply With Quote