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Post by Trailfoot on Mar 14, 2009 7:57:35 GMT -8
People who think we should institute house rules, post here for open discussion!
HR 001: Given that Weapon Expertise and Implement Expertise are a correction of a minor math errors in 4e's design, I propose that all PCs gain both feats, with all weapons and implements they use, for free at level 11.
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Post by Trailfoot on Mar 14, 2009 16:38:50 GMT -8
HR002: Half-Drow and Half-Eladrin. Given that there is no obvious balance problem in doing so, allow characters of these races. Both would use Half-Elf racial abilities, with the following exceptions:
Half-Drow would be unable to take Elf racial feats; instead, they could take Drow racial feats.
Half-Eladrin would be unable to take Elf racial feats; instead, they could take Eladrin racial feats.
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Post by Myridd on Mar 14, 2009 17:37:59 GMT -8
That sounds fine to me.
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Post by Nephallim on Mar 15, 2009 9:33:35 GMT -8
People who think we should institute house rules, post here for open discussion! HR 001: Given that Weapon Expertise and Implement Expertise are a correction of a minor math errors in 4e's design, I propose that all PCs gain both feats, with all weapons and implements they use, for free at level 11. I'd hold off on this one until we see a game move from heroic to mid paragon. I've heard mixed reviews of how necessary this fix is.
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Post by Trailfoot on Mar 16, 2009 8:36:29 GMT -8
HR003: Sentient Monsters
If the party manages to befriend any sentient monsters and convince them to help, they will be treated as artifacts. Their helpfulness will be determined based on concordance, and eventually they will move on. DM will write concordance modifiers based on the monster's goals.
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Post by Nephallim on Mar 16, 2009 18:52:23 GMT -8
HR003: Sentient Monsters If the party manages to befriend any sentient monsters and convince them to help, they will be treated as artifacts. Their helpfulness will be determined based on concordance, and eventually they will move on. DM will write concordance modifiers based on the monster's goals. That's...actually a really neat way to handle allies.
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Post by shenron on Mar 17, 2009 20:19:44 GMT -8
I would like to see Rogues have access to the Ranger's Double Strike Ability via a Multiclass Feat.
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Bladedancer
Fighter
Our only line of defense against the return of the thylacine
Posts: 141
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Post by Bladedancer on Mar 17, 2009 21:13:58 GMT -8
HR003 is fine, and 002 is tolerable - though it should be noted that a lot of those feats won't work very well without the racial ability they're built on. Particularly twitchy for Eladrin, whose racial feats lean heavily toward teleport buffs.
HR001 is effective, but I'd favor putting those bonuses out using the ability system instead, as in the following houserule:
Change the score progressions at levels 4, 8, 14, 18, 24 and 28 from "+1 to two" to "+2 to two and +1 to others."
Change the score progression at levels 11 and 21 from "+1 to all" to "+2 to all."
By my math, that would fix the problem and ease feat-qualification MAD notably.
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Post by Trailfoot on Mar 17, 2009 21:30:58 GMT -8
I would like to see Rogues have access to the Ranger's Double Strike Ability via a Multiclass Feat. I don't have the book in my possession right now (it's in the car), but doesn't Martial Power have a feat that does this? Or maybe even the Player's Handbook...
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Post by Nephallim on Mar 17, 2009 22:21:12 GMT -8
I would like to see Rogues have access to the Ranger's Double Strike Ability via a Multiclass Feat. I don't have the book in my possession right now (it's in the car), but doesn't Martial Power have a feat that does this? Or maybe even the Player's Handbook... Martial Power has a ranger multiclass feat that grants the ability to wield a one-handed weapon in each hand (without one having the off-hand quality). I honestly don't see how this is particularly useful to rogues. If you mean the ability to make two attack rolls with powers, one with each weapon, then I would recommend playing a ranger or tempest fighter or multiclassing into one of those two classes.
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Post by Trailfoot on Mar 18, 2009 9:00:07 GMT -8
HR004: To Fix the Most Broken
Given that Orb of Imposition is, quite frankly, the most broken ability in the game - and is, in fact, the only thing in the game that I consider bad enough to truly BE broken, I propose the following fix:
Add to the end of Orb of Imposition the following:
"After each time that the target fails a saving throw against the modified effect at the end of its turn, it makes another save, unmodified by this ability. If it succeeds at this save, the condition remains, but the penalty ends."
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Post by Nephallim on Mar 18, 2009 10:13:40 GMT -8
Is it really that broken compared to the power level of wizards in general? All I see in the wizard's forums about wizards is 'suxx0rz, f1x p1z.'
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Post by Trailfoot on Mar 18, 2009 11:34:53 GMT -8
A high-level wizard can reduce a solo to being able to save against his "turn off the monster" power on a 19 or 20. It's... pretty broken.
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Post by Shiningwolf on Mar 19, 2009 17:46:24 GMT -8
I dunno, that should be pretty hard to do, unless you do a very specific build, at which point you would be mildly neutered in secondary effects. and as far as hr 03, you have many of the elf feats are just as centered around its own racial power, with modifications to elven accuracy, so it wouldn't be to much of a difference.
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Bladedancer
Fighter
Our only line of defense against the return of the thylacine
Posts: 141
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Post by Bladedancer on Mar 28, 2009 11:49:26 GMT -8
HR 005: Options and Diversity at Low Levels
Problem: In the heroic tier, especially in the first six levels, the very small number of feat slots available to characters makes it very difficult to customize your character (particularly in terms of sparing room for a feat like Quick Draw or Linguist which is cool, but not essential).
Solution: A bonus feat for each character at 1st, 3rd and 5th.
Potential problems: It throws off the "logical" feat progression a bit, but starting a character with a broader base of feats to customize with and retrain from seems worth that to me. It also kicks the Human race a bit by making their one bonus feat somewhat less valuable, but they still wind up with one ore feat than everyone else and I don't feel it really hurts Humans as a viable racial choice.
Opinions?
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