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House Rules v 0.

4
D&D 4th edition supplement for playing in Arlos Campaign
This should cover all the bases, but if you have any questions, or wish to challenge any of these rules, feel free to contact me. Arlough@gmail.com 04-Apr-2013

Money, Equipment and Gear

You can calculate success one of two ways, because math is awesome like that. You can roll first, and then multiply the result by the items rarity value. If the amount is less than the total you have in your AG account, you have the item. Alternately, you can determine a DC by dividing your AG account by the rarity value.

Enhancement bonuses
We are using the rules in PHB2 for automatic enhancement bonuses. This reduces the need to constantly seek out new equipment.

Adventuring Gear (AG)


Adventuring Gear is the stuff you are likely to just have on you. You are a seasoned adventurer, and it is expected that you would buy supplies of certain things as you traveled. You are not expected to list every item, just the ones that you feel you must absolutely have. Other items, though, theres a chance of having based on how much you put into AG account.

Rarity: C=5; U1=25; U2=50; R=250 D20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 C 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 U1 25 50 75 100 125 150 175 200 225 250 275 300 325 350 375 400 425 450 475 500 U2 50 100 150 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1000 R 250 500 750 1000 1250 1500 1750 2000 2250 2500 2750 3000 3250 3500 3750 4000 4250 4500 4750 5000

General guidelines are as follows:


C - Common items: 1%/GP Flint and tinder, canteen, hemp rope, writing implements, etc. You have a 1% chance for every gold put into Adventuring Gear. U1 - Slightly Uncommon items: 0.2%/GP Wire, tent, shovel, lantern, silk rope, etc., things that an adventurer is likely to have. You have a 1% chance for every five gold put into Adventuring Gear. U2 - Uncommon items: 0.1%/GP Items that would be odd for you to have, but are not highly specialized items. You have a 1% chance for every ten gold put into Adventuring Gear. R - Rare items: 0.02%/GP Ice climbing equipment, wood working tools, anything specific to a craft or trade, things it is unlikely you would be carrying around on a whim. You have a 1% chance for every fifty gold put into Adventuring Gear. Ultimately, if you really want to be sure to have an item, buy it. Final note, if the gear you pull out of your pack is worth more than 1 gp, you deduct that amount from your Adventuring Gear account.

We use a D20 for simplification purposes. If you wish to use a d100, simply divide all Rarity values by 5.

Rule of Fun: We play games for fun, and should strive to make if fun for everybody.

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Economics
Initial funds
Instead of starting with equipment based on your starting level and the two levels nearest you, you are given a funding amount from which you may buy your starting equipment (table 1: Starting Capital). You may pocket up to 10% of this fund for ancillary expenses (room, food, bribes, etc.) but the rest must be used for gear. If you have taken your tithe, purchased gear, and find you have some left over, this is immediately added to your AG account.
Table 1: Starting Capital

Level 1 2 3 4 5 6 7 8 9 10

Heroic 304 gp 672 gp 1,232 gp 2,112 gp 3,312 gp 4,528 gp 6,000 gp 8,240 gp 11,760 gp 16,560 gp

Level 11 12 13 14 15 16 17 18 19 20

Paragon 22,640 gp 30,000 gp 41,200 gp 58,800 gp 82,800 gp 113,200 gp 150,000 gp 206,000 gp 294,000 gp 414,000 gp

Level 21 22 23 24 25 26 27 28 29 30

Epic 566,000 gp 750,000 gp 1,030,000 gp 1,470,000 gp 2,070,000 gp 2,830,000 gp 3,750,000 gp 4,650,000 gp 5,350,000 gp 5,850,000 gp

Goods and Services


Prices The world economy is not static. It cant be with adventurers finding and/or creating wealth all over the place. Also, supply and demand are not static. In some places, where adventurers are thick, there is a bit of market inflation. Sometimes, a lot of market inflation. In most cases, you will find that stores in the area are priced from 80% to 140% of the price listed in the books. This will be because it would be ridiculous for the DM to manage every single shop in a city. That is the base price, and there are ways to get it down from there, almost all using skills. It is similar when selling items. You can get anywhere from 10% to 35% value on average in an area. If you do not like the amount suggested, then you can use skills to get better deals. Manpower You can also purchase manpower. From mercenaries, to artisans, to courtesans, to clergy, you are allowed to outsource aspects of your adventuring that you find tiresome. If the job is perilous, you will have to pay a higher rate. And if you want the hireling to operate independently, there is even a higher rate for that. Finally, if you dont want to bother with it, you can always just do it yourself.

Rule of Fun: We play games for fun, and should strive to make if fun for everybody.

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New Items
Potions
Vitae is your inherent life record, the essence of living. If one makes a proper distillation, it can be drawn out and converted to energy needed for different powers, effects, abilities, etc. This is the basis for all potions. Once Vitae is drawn, it can only be replenished by living life for a time. Spending time with friends, relaxing at home, enjoying vice, all are things that can restore vitae, depending on the person. In game mechanics terms, this means taking an extended rest. Vigors This is to fix the problem that potions just arent worth it. A vigor is a distillation of various ingredients meant to draw upon ones vitae. It forcibly extracts from the body that which the body wishes to hold in reserve. From the bodys perspective, it is like a mild poison. Therefore, vigors must be increasingly powerful to function on those with greater life force. But many of the components needed to make a vigor are lethal in high concentrations, while other components need to be in that higher concentration to work. Creating a greater distillation, while separating the dangerous levels of toxin out, is difficult and requires great skill. Vigor of Health (potion) A vigor of health of your level or greater will spend a surge, and heal you for one surge worth of HP. A vigor of health of less than your level will have no effect. An alchemist can distill down multiple vigors into a single vigor of greater level. For game purposes, the value of the component vigors combined will determine the level of vigor created in a direct monetary exchange.

Rule of Fun: We play games for fun, and should strive to make if fun for everybody.

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FEATS
Expertise Feats
These have been removed. Instead, each character gains Paragon Expertise as a bonus feature at Level 11, and Epic Expertise bonus feature at level 21.

Paragon Expertise
Gain a +1 expertise bonus to all attacks

Epic Expertise
Gain a +3 expertise bonus to all attacks

New Weapon Feats [see Double Weapons section]


Double Weapon Proficiency Benefit: You gain the property benefits of the secondary end of any double weapon you are proficient with. You also may use the secondary end to attack. Staff Style Fighting [Multiclass Staff] Prerequisite: Wis 13 or Int 13 Benefit: You gain a +3 proficiency bonus with the Quarterstaff and may use a Quarterstaff as though you have taken the feat Double Weapon Proficiency"

Monkey Style + Staff Dynamics

Staff Extension [Multiclass Staff] Prerequisite: Staff Style Fighting Benefit: You may use the staff as a reach weapon, but all reach attacks are made with a -1 penalty. Staff Dynamics [Multiclass Staff] Prerequisite: Staff Style Fighting Benefit: While you are wielding the staff in both hands, you gain a +5 feat bonus to Acrobatics and Athletics. Staff Expert [Multiclass Staff] Prerequisite: Staff Style Fighting Benefit: Once per round as a minor action, you may make a melee basic attack with the secondary end of your staff. Polearm Swing Prerequisite: Str 13 or Con 13 Benefit: Any time you make a melee attack with a polearm, you may change the attacks range line from "Melee weapon" to "Close burst 1". Rule of Fun: We play games for fun, and should strive to make if fun for everybody. Page 4

Combat
Death in combat
Alternate Rule for 0 HP or less.
Given how unfun it is to have to sit out, and how 4e is already a cinematic game, here are the rules for dying in combat At the end of any turn where the character has 0 or fewer HP, that player must make a saving throw to remain standing. If the player fails, the character falls prone. If a player begins his/her turn with less than 1 HP, they are stunned, and must make a death saving throw. If a player fails a death saving throw, they lose a surge, or if they have no surges left, they lose a surges worth of HP (instead of 3 fails and you are dead). A character may choose to "push" themselves. They will be dazed instead of stunned until the beginning of their next turn, and will lose a surge or HP as though they had failed the saving throw. When a players HP drops below - their max HP, that player is dead.

Execution
Execution (and assassination) just werent plausible before. I am hoping that this will somewhat fix that. Coup de grace Target must be helpless. Attack automatically crits. If you make a successful heal check before attacking (easy DC of the targets level), the target is vulnerable to the attack equal to the targets level.

Action Points
Action Point vs. Bonus Action Point
Action points (AP) Action points operate largely as they have prior. Each leg of the adventure, you start with one action point. At every milestone, you gain an additional action point. You can only use an Action Point once per conflict, and only on your turn. Bonus Action Points (BAP) Bonus action points can only be acquired through the DM. They are rewards for good roleplay, enhancing the fun at the table, particularly clever actions, awesome, or even just being helpful. Bonus action points do not have a limit on when or how many are used in a conflict.

Rule of Fun: We play games for fun, and should strive to make if fun for everybody.

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Uses for AP and BAP


AP and BAP can be used to: Grant one additional standard action on your turn Grant one reroll on a skill check Grant one reroll on initiative Grant one reroll on a saving throw (this is the one case where you may use an AP not on your turn)

Give a +1 to a roll after the roll has been made, but before the result has been announced.

Negative conditions
Multiple Conditions Damage
Ongoing damage and multiple instances of the same condition do not stack. The greatest amount of ongoing damage is the damage suffered. Ongoing damage does not replace existing ongoing damage. One condition does not replace the other when applied. Note: If you have multiple saving throws to make, you must Example: You can have multiple instances of ongoing 5 damage but will only take the ongoing 5 damage once per turn. Or, if you are blinded, and then blinded again, you dont lose your hearing. announce which condition you are saving against at the time of the saving throw. You can do this by calling out dice color per save, or by chronology. If you do not specify in advance, the DM will choose which roll applies to which condition.

Recovery
With conditions, all are in effect until recovered. You must recover from all instances of a condition that are on you for the effect of the condition to go away. Ongoing damage and conditions dont stack, but they dont replace each other either. In order to overcome multiple conditions, the target must save against them all. If the multiple instances of ongoing 5 damage above were save ends, and you made a save, you would only save against one of the instances. Rule of Fun: We play games for fun, and should strive to make if fun for everybody. Page 6

Skills
Skills List
There are now only 16 skills. Endurance has been removed from the list, as nobody took it because if a situation arose where it was needed, then all the party would have needed it.

New Skill DCs


LVL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Easy 8 9 9 10 10 11 11 12 12 13 13 14 14 15 15 16 16 17 17 18 19 20 20 21 21 22 22 23 23 24 Mod 12 13 13 14 15 15 16 16 17 18 19 20 20 21 22 22 23 23 24 25 26 27 27 28 29 29 30 30 31 32 Hard 19 20 21 21 22 23 23 24 25 26 27 28 29 29 30 31 31 32 33 34 35 36 37 37 38 39 39 40 41 42

Sub-category skills
Certain types of task were not previously well defined in the skill lists. Engineering Dungeoneering Medicine & Humanoid Biology Healing Botany & Animal Biology Nature

New target DCs


New DC tables are based on the assumption of skill (attribute bonus) and talent (training and focus). Easy - 50% chance of success for someone who is neither skilled nor talented. Moderate - 50% chance of success for someone who is either skilled or talented Difficult - 50% chance of success for someone who is both skilled and talented

Group skill checks


Group skill checks are there so when you really need your group to do something, like sneak, the characters that are strong in that skill can mitigate the effect of the characters that are bad at that skill. Here is the process. One person is point, this is the person who makes the roll for that group. For each person in the group (including the point-man) there is a -2 to the check. All penalties are cumulative. You may break a party into as many or as few groups as you desire. Each will operate independently. The point person is dividing his/her attention between doing the skill and helping the others do the skill, this is represented by the -2 per person in the group. Other factors make it more difficult, so more penalties accumulate. Since this is replacing everybody having to do their own checks, the assumption is that everybody is putting forth the effort to aid the point person, and therefore none of the group can use an aid another to assist the point-man in removing the penalty incurred.

Skill Option
The skills are no longer tied to a particular stat and therefore are calculated as Level + Training + Focus only. Instead, you will tell me what you are trying to do and how you are trying to do it, and I will tell you what combination of skill and stat you should use. For example, if you want to climb a tree, you can just climb it with a Athletics + Strength check, or you can use the branches like parallel bars, in which case the DM may rule you can do an Athletics + Dexterity check. Rule of Fun: We play games for fun, and should strive to make if fun for everybody. Page 7

Class Restrictions
Banned Classes
These classes are banned unless you can convince the DM that the game would be benefited (more fun) to allow them, or at the very least, that they would not cause problems.

Because they are Broken


Two-weapon Ranger The Two-Weapon Ranger is too powerful. Given that a reroll is almost equal to a +4, having two attacks without appropriate restrictions makes the TWR a glory hog at the table. All Ranger Powers that require two weapons are banned. The TWR may be allowed in a smaller group with only one striker.

Because they have use a different system


Ardent The Ardent is both complex and completely different than other classes. A lack of system mastery will slow down the game at the table.

This is also banned, whatever it is.

Battlemind The Battlemind is both complex and completely different than other classes. A lack of system mastery will slow down the game at the table. Psion The Psion is both complex and completely different than other classes. A lack of system mastery will slow down the game at the table.

Restricted Classes (talk to the DM)


Advanced players only
Not straightforward. Only for those willing to put a lot of work into their character. Artificer The leader role is vital, and this is a difficult leader to play.

Rule of Fun: We play games for fun, and should strive to make if fun for everybody.

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Druid Primal controller, not well defined. Paladin, Strength This class is underdeveloped and under supported. Seeker Primal controller 2.0, not well defined, nor well supported. Shaman The leader role is vital, and this is a difficult leader to play. Runepriest Not very supported. Purpose was to replace the Strength Cleric.

The class is unusually annoying


Likely to cause game slow down problems. Chaos Sorcerer With the amount of logistical tracking of randomness rolls, this class can really slow down play and, if not played correctly, can fail to fill its role in the group.

Weve grown suspicious of these classes


These classes could be problematic in the wrong players hands. Please be aware, if picking one of these classes, that the Rule of Fun applies. Avenger The Avenger seems to be designed to be a loner. In cases of group play up until now, it has not contributed to the group. Barbarian The barbarian can either contribute or detract from group fun, with little neutral ground. Monk The monk is complex and needs lots of attention. Easier than other psionic classes, it still works differently from standard classes. Warden The warden is complex and needs a certain amount of system mastery.

Rule of Fun: We play games for fun, and should strive to make if fun for everybody.

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Modified Classes
Viability Issues
The modifications here are to make a class more viable of an option.

Archer ranger
Archer Fighting Style - update When you use a projectile weapon such as a bow or a crossbow to make a ranged attack, you do not provoke attacks of opportunity from the target or targets of the attack. Also, since your focus is on archery, you gain the feat Far Shot as a bonus feat.

Role enhancement
The modifications here are to make a class fill its role in conflicts better.

Fighter
Combat Challenge experimental* In combat, its dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a 2 penalty to attack rolls for any attack that doesnt include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, get a standard action as an opportunity action.
*Experimental This rule or modification has not yet been tested. It may be further modified, or completely dropped based on the results of in game testing.

Rule of Fun: We play games for fun, and should strive to make if fun for everybody.

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New Powers
Optional At-Wills that count as basic attacks
Advance of Wrath Barbarian Attack 1 Your unbridled fury drives your foe back on his heels At-will * Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and you push the target one square and move in to the square it vacated. Level 21: 2[W] + Strength modifier damage. Special: This power maybe used in place of a basic melee attack. Arcane Flash Wizard Attack 1 You make yourself a conduit of mystical energy. At-Will * Arcane, Implement Standard Action Melee touch Target: One creature Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier damage, and you push the target one square. Level 21: Increase the damage to 2d8 + Intelligence modifier and push the target 3 squares. Special: This power may be used in place of a basic melee attack. Befuddling Taunt Bard Attack 1 Dazzle them with brilliance, then blind them with bullshit. At-Will * Arcane, Implement Standard Action Melee touch Target: One Creature Attack: Charisma vs. Reflex Hit: 1d6 + Charisma modifier damage and the target cannot take opportunity or immediate actions that target you until the beginning of your next turn. Level 21: Increase to 2d6 + Charisma modifier damage. Special: This power may be used in place of a basic melee attack.

Rule of Fun: We play games for fun, and should strive to make if fun for everybody.

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Pact Strike Warlock Attack 1 You share your inner darkness, but to others it is a taint. At-Will * Arcane, Implement Standard action Melee touch Target: One creature Special: The target is cursed by you. If the target was already cursed by you, add 1d6 additional damage to any damage dealt by this attack. Attack: Charisma or Constitution vs. Reflex Hit: 1d10 + Charisma or Constitution modifier damage. Level 21: Increase damage to 2d10 + Charisma or Constitution modifier damage, and increase the additional damage dealt to 1d6 + Intelligence modifier. Special: This power may be used in place of a basic melee attack. Fading Strike Ranger Attack 1 You launch an attack, then back away to safety. At-Will * Martial, Weapon Standard action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and you shift two squares to a square that is not adjacent to the target Level 21: 2[W] + Dexterity modifier damage Special: This power may be used in place of a basic melee attack

Other powers
This section is under construction and will be completed later.

Rule of Fun: We play games for fun, and should strive to make if fun for everybody.

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Double Weapons
Adventurers Vault (update)
Page 10: Replace the Double Weapons sidebar with the following sidebar.

Double Weapons

Double weapons share the following traits.


You must take the Double Weapon Proficiency feat to gain access to the Secondary end of a double weapon. You must wield a double weapon in two hands to use it. A Small character cannot wield a double weapon unless the weapon has the small property. Wielding a double weapon is like wielding a weapon in each hand. In the table, the first line of the double weapons entry describes the end of the weapon wielded in your main hand. The ind ented line describes the weapons other end, wielded in your off-hand. The two ends of a double weapon can have different proficiency bonuses, damage, properties, and weapon groups. The weight and price entries represent the total for the weapon, rather than only one side. When adding an enchantment that requires a particular weapon type, at least one end of the weapon must match the requirement. For example, an urgrosh could gain the vorpal enchantment, even though only one end meets the requirement of heavy blade or axe. An enchanted double weapon gains all benefits of the enchantment on each end (even if one end would not normally qualify for the enchantment). This does not increase the frequency of use of any power possessed by the item; if you wield a double weapon with a daily power you can still only activate that power once per day. Weapon Double Axe - Secondary End Double Sword - Secondary End Quarterstaff - Secondary End Urgrosh - Secondary End Prof. Damage Range +2 1d10 +2 1d10 +3 1d8 +3 1d6 +2 1d8 +2 1d8 +2 1d12 +2 1d6 Price 40 gp 30 gp 5 gp 10 gp Weight 15 eu 11 eu. 4 eu 8 eu Group Axe Axe Heavy Blade Light Blade Staff Staff Axe Spear Properties Stout Off-Hand Defensive, off-hand Stout Defensive, off-hand Stout Defensive, off-hand

New Weapon Feats


These are listed in the Feats section, but are repeated here to reduce page flipping related repetitive strain injuries. Double Weapon Proficiency Benefit: You gain the property benefits of the secondary end of any double weapon you are proficient with. You also may use the secondary end to attack. Staff Style Fighting [Multiclass Staff] Prerequisite: Wis 13 or Int 13 Benefit: You gain a +3 proficiency bonus with the Quarterstaff and may use a Quarterstaff as though you have taken the feat Double Weapon Proficiency"

Rule of Fun: We play games for fun, and should strive to make if fun for everybody.

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Staff Extension [Multiclass Staff] Prerequisite: Staff Style Fighting Benefit: You may use the staff as a reach weapon, but all reach attacks are made with a -1 penalty. Staff Dynamics [Multiclass Staff] Prerequisite: Staff Style Fighting Benefit: While you are wielding the staff in both hands, you gain a +5 feat bonus to Acrobatics and Athletics. Staff Expert [Multiclass Staff] Prerequisite: Staff Style Fighting Benefit: Once per round as a minor action, you may make a melee basic attack with the secondary end of your staff. Polearm Swing Prerequisite: Str 13 or Con 13 Benefit: Any time you make a melee attack with a polearm, you may change the attacks range line from "Melee weapon" to "Close burst 1".

Rule of Fun: We play games for fun, and should strive to make if fun for everybody.

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Rule of Fun: We play games for fun, and should strive to make if fun for everybody.

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