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Originally Posted by fallenwarrior
I'm not sure you need to limit no action effects the same way. Could you give me an example where that would be necessary, given the above house rule?
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I'm aware of the limitation on free action attacks. My concern is with, as a solitary example, unlimited free action item swapping via the Disembodied Hand/Rakshasa familiars (which is not subject to the attack limitation). This can be problematic in that a player can receive a disproportionate benefit from a lot of cheap but cumulatively very powerful items (Staff of Aversion, Orbs of Nimble Thought, Orbs of Mental Constitution, etc).
As for problems with no action attacks, some examples from the
Handbook of Broken:
Spam of Kings
Scion of World Ending
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Doing damage to yourself doesn't count for recharging powers or generating attacks (unless that is specifically an effect of the power you are using).
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You can rules lawyer this into oblivion with existing restrictions by citing the 'Bag of Rats' rule from the DMG, P40:
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Originally Posted by DMG P40
When a power has an effect that occurs upon hitting a target—or reducing a target to 0 hit points—the power functions only when the target in question is a meaningful threat. Characters can gain no benefit from carrying a sack of rats in hopes of healing their allies by hitting the rats.
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Originally Posted by fallenwarrior
Vulnerabilities only trigger 1/turn
This one is controversial, but I think it's necessary given how many people are using attack powers which allow more than one attack per round (eg, Twin Strike). The basic idea is similar to your rule #4.
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I'm not sure whether I'd call this one 'essential', in that the rule doesn't address a fundamental design/scaling flaw or prevent something from bending/breaking the game. Multiple exploitation of vulnerabilities is certainly powerful, and can be cheesy, but it's rarely if ever a show stopper.