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Old 03-15-2011, 07:33 PM   Top  -  End  -  #1
Surrealistik
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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:

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#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.
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Old 03-15-2011, 09:06 PM   Top  -  End  -  #2
Gort
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Default Re: [4E] Essential House Rules

Both good rules.
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Old 03-15-2011, 09:11 PM   Top  -  End  -  #3
Belobog
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Default Re: [4E] Essential House Rules

Quote:
Originally Posted by Surrealistik View Post
#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.
You might want to go further on this: Give Weapon/Implement Expertise (all), and the Paragon/Epic Defenses feats when appropriate. Maybe even Melee Training (player's choice), for tanks if no one else.
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Old 03-15-2011, 09:17 PM   Top  -  End  -  #4
Surrealistik
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Default Re: [4E] Essential House Rules

Quote:
Originally Posted by Belobog View Post
You might want to go further on this: Give Weapon/Implement Expertise (all), and the Paragon/Epic Defenses feats when appropriate. Maybe even Melee Training (player's choice), for tanks if no one else.
I made it a defense feat of the player's choice because players may want to go for the Superior Fortitude/Will/Reflex line instead of the Improved Defenses feat. Likewise, there are now specific Expertise feats (e.g. Light Blade Expertise, Orb Expertise) that offer secondary benefits.
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Old 03-15-2011, 09:42 PM   Top  -  End  -  #5
Kylarra
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Default Re: [4E] Essential House Rules

I'd probably throw in melee training feat of choice and one trained skill from their backstory just for fun.
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Old 03-15-2011, 10:39 PM   Top  -  End  -  #6
Belobog
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Default Re: [4E] Essential House Rules

Quote:
Originally Posted by Surrealistik View Post
I made it a defense feat of the player's choice because players may want to go for the Superior Fortitude/Will/Reflex line instead of the Improved Defenses feat. Likewise, there are now specific Expertise feats (e.g. Light Blade Expertise, Orb Expertise) that offer secondary benefits.
That makes sense. My concerns were for 'fixing the math' that those feats claim to do, and thus focusing on making sure that the math doesn't change with weapon choice, and that no defenses don't fall behind. You know your group, though, and the offer of a selection is probably a better idea.
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Old 03-16-2011, 04:11 AM   Top  -  End  -  #7
Kurald Galain
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Default Re: [4E] Essential House Rules

While giving a free Expertise feat is probably the most common house rule ever, I don't agree that giving a Defense feat is either a priority, or even necessary in the first place.

Why? Well, if you don't give them for free, every character (except Lazylords) will eventually take the Expertise feat, usually around the end of heroic tier. On the other hand, if you don't give them for free, many people won't bother ever picking up Improved Defenses, because it isn't all that impressive for many kinds of character.

If you take an average level-11 character, it'll have seven feats; almost universally, Expertise will be one of those; and also almost universally, Imp Defenses will not be, because there are many better feats.
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Old 03-16-2011, 10:21 AM   Top  -  End  -  #8
Surrealistik
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Default Re: [4E] Essential House Rules

Quote:
Originally Posted by Kurald Galain View Post
While giving a free Expertise feat is probably the most common house rule ever, I don't agree that giving a Defense feat is either a priority, or even necessary in the first place.

Why? Well, if you don't give them for free, every character (except Lazylords) will eventually take the Expertise feat, usually around the end of heroic tier. On the other hand, if you don't give them for free, many people won't bother ever picking up Improved Defenses, because it isn't all that impressive for many kinds of character.

If you take an average level-11 character, it'll have seven feats; almost universally, Expertise will be one of those; and also almost universally, Imp Defenses will not be, because there are many better feats.
And yet it is rated light blue to gold in paragon and up for virtually every class in the game, and is about universally agreed as necessary to have NADs keep pace with monster attack bonuses. While Heroic characters may well not take ID, most characters will take it at some point in Paragon. At the very least, it will be taken/retrained into by Epic (unless the Superior line is being pursued). Ultimately it is a feat nearly every build in the game will choose at some point. It tends not to be picked as early as 11 because there's usually a super high priority Paragon feat or two that must be taken ASAP (such as Lasting Frost or Spell Focus).
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Old 03-16-2011, 11:16 AM   Top  -  End  -  #9
Jaidu
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Default Re: [4E] Essential House Rules

Not necessarily essential, but almost every game in which I play has decided that readying an action does not move initiative. First, it seems like already using your standard for an immediate action is enough of a trade-off. Second, it makes a bit more bookkeeping for a DM. Third, it kind of lowers incentive to ready over delaying. Fourth, if the trigger of the readied action doesn't happen, the character wastes their entire turn.
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Old 03-24-2011, 12:10 AM   Top  -  End  -  #10
Surrealistik
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Default Re: [4E] Essential House Rules

Not really a change I'd be adverse to, but changing your sequence doesn't matter too much after the first round. Also, there are plenty of incentives for readying over delaying, especially if you have any 'at the end of turn' effects outstanding.
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Old 03-24-2011, 12:57 AM   Top  -  End  -  #11
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Default Re: [4E] Essential House Rules

Quote:
Originally Posted by Jaidu View Post
Not necessarily essential, but almost every game in which I play has decided that readying an action does not move initiative. First, it seems like already using your standard for an immediate action is enough of a trade-off. Second, it makes a bit more bookkeeping for a DM. Third, it kind of lowers incentive to ready over delaying. Fourth, if the trigger of the readied action doesn't happen, the character wastes their entire turn.
You can use this to burst down enemies by taking two actions without giving them a chance to react in between (three with an action point).

That's completely fine if your group doesn't abuse it, just saying.
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Old 03-24-2011, 08:53 AM   Top  -  End  -  #12
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Default Re: [4E] Essential House Rules

Ready lets you:
1> Do part of your action before hand, such as getting into a better position, healing an ally, etc
2> React to someone's turn in the middle of their turn
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Old 03-24-2011, 09:16 AM   Top  -  End  -  #13
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Default Re: [4E] Essential House Rules

Quote:
Originally Posted by Yakk View Post
Ready lets you:
1> Do part of your action before hand, such as getting into a better position, healing an ally, etc
2> React to someone's turn in the middle of their turn
3> Apply Sneak Attack damage twice. Move into place, Minor for Low Slash + sneak attack, Standard for Readying whatever at-will for whenever whoever goes next does whatever they tell you they will do (make sure it's an ally and the trigger can be something as easy as "they attack" or "they move".) Since you are attacking on someone else's turn... sneak attack!
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Old 07-10-2011, 07:55 PM   Top  -  End  -  #14
Surrealistik
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Default Re: [4E] Essential House Rules

Added the following:

#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.
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Old 07-12-2011, 05:43 AM   Top  -  End  -  #15
Whybird
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Default Re: [4E] Essential House Rules

Talk during combat: Less a house rule and more a clarification -- you can talk combat tactics OC as much as you like during anybody's turn provided it doesn't start slowing things down, but you can't use that free talk to persuade another character of something. So "Ready an action to attack him once he's flanked; I'm going to move into that square on my turn" is fine, but "No, stop it -- if you kill him the Duke will never help us again!" isn't.

Why? IC, this represents the fact that the characters have been together long enough to know how to co-ordinate as a team without needing to talk about it. OC, a character's ability to fight well shouldn't be hampered by their player's knowledge of the combat system.

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Old 04-29-2012, 12:48 AM   Top  -  End  -  #16
Surrealistik
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Default Re: [4E] Essential House Rules

Added the following house rule. Found this one to be especially important when using rarity rules. I think even this may be too lenient; restricting the # of alternative rewards to one period may be better still.

#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.


Also updated the Ritual Casting houserule with Cooperative Casting:

Cooperative Casting:

Divide the casting time of rituals by one plus the number of creatures that successfully used Aid Another to assist in a ritual performance, then multiply the casting time by one plus the number of creatures that unsuccessfully use Aid Another in this way. The casting time of a ritual cannot be reduced to less than 1 minute in this way. These casting time modifiers apply before all others.
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Old 04-29-2012, 03:29 AM   Top  -  End  -  #17
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Default Re: [4E] Essential House Rules

Quote:
Originally Posted by Whybird View Post
Talk during combat: Less a house rule and more a clarification -- you can talk combat tactics OC as much as you like during anybody's turn provided it doesn't start slowing things down, but you can't use that free talk to persuade another character of something. So "Ready an action to attack him once he's flanked; I'm going to move into that square on my turn" is fine, but "No, stop it -- if you kill him the Duke will never help us again!" isn't.

Why? IC, this represents the fact that the characters have been together long enough to know how to co-ordinate as a team without needing to talk about it. OC, a character's ability to fight well shouldn't be hampered by their player's knowledge of the combat system.
All combat happens in a zone of muteness? Why can't i talk to my buddys especially if it is just one short sentence?
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Old 04-29-2012, 08:00 AM   Top  -  End  -  #18
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Default Re: [4E] Essential House Rules

Quote:
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All combat happens in a zone of muteness? Why can't i talk to my buddys especially if it is just one short sentence?
Other characters aren't actually announcing their actions -- they are just doing it. If you are paying enough attention to the others that you can study what they are doing and shout instructions to them, you're probably not paying enough attention to your own actions to do something yourself.
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Old 04-29-2012, 01:11 PM   Top  -  End  -  #19
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Default Re: [4E] Essential House Rules

Quote:
Originally Posted by Ashtagon View Post
Other characters aren't actually announcing their actions -- they are just doing it. If you are paying enough attention to the others that you can study what they are doing and shout instructions to them, you're probably not paying enough attention to your own actions to do something yourself.
So you just don't like roleplaying in your combat?
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Old 04-29-2012, 02:00 PM   Top  -  End  -  #20
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Default Re: [4E] Essential House Rules

There's a difference between the OOC "I use Twin Strike on those goblins." and the IC "I fire a pair of arrows at the goblins in the back." OOC you ask who needs healing, IC you just heal. The concept I believe is that the characters know their own abilities and those of their allies so well that they can interpret what each other needs, and they see things that we don't, while at the same time only the players are aware of the system rules. Talking is a free action, and as such can happen any time, but if you interrupt another player's turn with a ton of dialogue that's rude, and slows the game down.
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Old 04-29-2012, 04:49 PM   Top  -  End  -  #21
Ashtagon
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Default Re: [4E] Essential House Rules

Quote:
Originally Posted by Siegel View Post
So you just don't like roleplaying in your combat?
Nothing quite like an ad hominem attack at the end of the day
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Old 05-03-2012, 09:32 AM   Top  -  End  -  #22
Surrealistik
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Default Re: [4E] Essential House Rules

For all the (heated) discussion of this houserule, I chose not to include it because it doesn't really seem to fit the criterion of being 'essential'. Houserules here generally tend to address fundamental design/balance flaws.
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Old 05-03-2012, 03:49 PM   Top  -  End  -  #23
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Default Re: [4E] Essential House Rules

It's interesting how often "essential" house rules change mechanics for the players, rather than adjusting encounters to fit what they've brought to the table.

Quote:
Originally Posted by Siegel View Post
All combat happens in a zone of muteness? Why can't i talk to my buddys especially if it is just one short sentence?
If it's not your turn, such dialogue should be treated as reactive, not active. If the result changes another player's action, I see no issue with it costing you one action from your next turn.

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Old 05-03-2012, 06:35 PM   Top  -  End  -  #24
Surrealistik
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Default Re: [4E] Essential House Rules

Even if you're willing to rebalance mobs to scale with default attack/defense progression thereby obviating the need for #2, you're not about to address the issues these other house rules cover.

Also I'm toying with the idea of limiting free/no actions to 1/turn from the same named game element as a response to item swap cheese and abusive infinite and near infinite free/no action chains.
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Old 06-01-2012, 09:45 AM   Top  -  End  -  #25
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Default Re: [4E] Essential House Rules

The rules on free actions have changed slightly. Now the rule is:

Quote:
Free actions take almost no time or effort. You can take as many free actions as you want during your or another combatant’s turn. There is an exception to that rule: A creature can take a free action to use an attack power only once per turn.
That means that all you really need to do is say that all granted attacks are free actions unless specified otherwise in the power. I'd also make an exception when the granted attack is achieved by someone else sacrificing their action (eg, Commander's Strike).

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?

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).

Among other things, this should remove the loophole of dragonborn characters damaging themselves to recharge their dragon breath.

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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Old 06-01-2012, 10:12 AM   Top  -  End  -  #26
Surrealistik
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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?
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
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Quote:
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).
You can rules lawyer this into oblivion with existing restrictions by citing the 'Bag of Rats' rule from the DMG, P40:

Quote:
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.
Quote:
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.
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.
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Old 06-01-2012, 08:29 PM   Top  -  End  -  #27
fallenwarrior
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Default Re: [4E] Essential House Rules

Quote:
Originally Posted by Surrealistik View Post
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).
I think a lot of that problem would go away if you just say you must be wielding the item for at least 1 round to gain its benefit.

Mind you, that brings Mage's Weapon abuse to my mind. A rule like item encounter and daily powers can only be used once, even if you have multiple items with that power, until the power is recharged should cover it.

Quote:
Spam of Kings
You're right. This needs 2 fixes IMO. 1) The suggested house rule on the handbook of broken seems to fix the problem with this specific power.

2) Add a rule that encounter and daily powers can only be used at most 1/turn, even if they aren't expended.

Quote:
Scion of World Ending
Bag of Rats stops this already, but my suggested house rule about self damage would also apply.

Quote:
You can rules lawyer this into oblivion with existing restrictions by citing the 'Bag of Rats' rule from the DMG, P40.
Bag of Rats doesn't really address the dragonborn breath recovery situation, since it talks about hits or reducing a target 0 hp. It would cover it if you add "take damage from a target" to the line. Which is more or less what my house rule is about.

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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.
I'll agree with that, but I think it's still a useful house rule which cuts down on some of the power of multi-attacks.
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Old 06-01-2012, 08:42 PM   Top  -  End  -  #28
Surrealistik
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Default Re: [4E] Essential House Rules

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I think a lot of that problem would go away if you just say you must be wielding the item for at least 1 round to gain its benefit.

Mind you, that brings Mage's Weapon abuse to my mind. A rule like item encounter and daily powers can only be used once, even if you have multiple items with that power, until the power is recharged should cover it.

You're right. This needs 2 fixes IMO. 1) The suggested house rule on the handbook of broken seems to fix the problem with this specific power.

2) Add a rule that encounter and daily powers can only be used at most 1/turn, even if they aren't expended.
Keep in mind that these are individual examples. I like my fix in that it is universal and addresses virtually all such issues, with minimal exceptions that require DM adjudication (either because it's too lenient, or too constricting).

Quote:
Bag of Rats doesn't really address the dragonborn breath recovery situation, since it talks about hits or reducing a target 0 hp. It would cover it if you add "take damage from a target" to the line. Which is more or less what my house rule is about.
It does in the sense that the Breath power needs to hit to deal damage of its type.
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Last edited by Surrealistik : 06-02-2012 at 02:08 AM.
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Old 06-02-2012, 05:59 AM   Top  -  End  -  #29
fallenwarrior
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Default Re: [4E] Essential House Rules

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Originally Posted by Surrealistik View Post
It does in the sense that the Breath power needs to hit to deal damage of its type.
It depends on how the breath weapon is being recharged. If the character is using the Ancient Soul + Nusemnee's Atonement combo, then the hit is on an ally. You could go with a bag of rats ruling on that, but to be consistent you'd need to apply that rule every time friendly fire occurs.

On the other hand, my proposed house rule covers the situation without needing to do that.

Last edited by fallenwarrior : 06-02-2012 at 06:00 AM.
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Old 06-02-2012, 10:37 AM   Top  -  End  -  #30
Surrealistik
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Default Re: [4E] Essential House Rules

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Originally Posted by fallenwarrior View Post
It depends on how the breath weapon is being recharged. If the character is using the Ancient Soul + Nusemnee's Atonement combo, then the hit is on an ally. You could go with a bag of rats ruling on that, but to be consistent you'd need to apply that rule every time friendly fire occurs.

On the other hand, my proposed house rule covers the situation without needing to do that.
That would be a definite Bag of Rats instance, and I don't see the problem/flaw with the rule when consistently applied since it's specifically orientated for abusive situations where you derive a benefit from attacking an ally (or other nonthreatening target) and covers these contingencies well. Of course, there are exceptions where you are explicitly and obviously meant to gain a benefit from targeting/hitting an ally, Coordinated Explosion being one; in these cases it doesn't apply.
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Last edited by Surrealistik : 06-02-2012 at 10:38 AM.
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