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Dark Sun 4e House Rules

Page history last edited by Veggiesama 15 years, 1 month ago

Character creation

  • +1/+2/+3 bonus by tier to all attack rolls and non-AC defenses. All scaling expertise-like feats for attacks/defenses removed or nerfed. 
  • All attribute bonuses contribute to non-AC defenses, not just the highest of each pair.
  • Extra class/skill utility power at first level. It must be a primarily non-combat power.

 

Action points

  • At the start of the session, gather some poker chips: two white, two red, and one blue chip for every PC.
  • Whenever characters gain an action point, the player draws a randomly colored chip:
    • White: Gain an extra action (as per the standard rules).
    • Red: Reroll any failed d20 roll. Alternatively, add +1d6 to the result of any failed d20.
    • Blue: Recharge an expended daily or encounter power.
  • Class features, feats, and other abilities based upon spending APs work as soon as you spend a white or red action point. For blue action points, these abilities work as soon as the refreshed power is used again.
  • You can trade an action point chip with another player at any time (even during your combat turn), but you cannot give away an action point chip without receiving one in return.
  • NPCs: Standard rules for now.

 


 

Defiled terrain

  • (Dark Sun Creature Catalog p134)
  • When you use a daily arcane attack power and choose to defile, the damage to the world extends out a number of squares equal to half the level of the power you use.
  • The GM chooses one of the following defiled terrain effects:   
    •  Black sand: A creature in a square of black sand regains half the normal number of hit points     
    • Dead magic: A creature in a square of dead magic takes a -5 penalty to the attack roll of any arcane or primal attack power. The arcane defiling power cannot be used in squares of dead magic.
    • Sickening heat: A creature that ends its turn in a square of sickening heat is weakened until the end of its next turn.

 

Reckless breakage (weapon breakage)

  • (Dark Sun Campaign Setting p122 )
  • When you roll a natural 1 on an attack roll, your weapon has a chance to break. You can accept the result, automatically missing the attack as usual, but keeping your weapon intact. Alternatively, you can reroll. Regardless of the reroll result, a nonmetal weapon breaks once the attack is complete. A metal weapon, however, breaks only if you roll a natural 5 or lower on the reroll. 
  • This rule gives you a say in whether a weapon breaks. You can play it safe and accept the errant attack, or you can attempt to avoid a miss by risking your weapon.
  • NPCs: Totally going to wing it. Most of them will probably choose to keep their weapons. Maybe impose a -2 atk/dmg penalty until they find another another weapon. 
  • Acquiring metal: You can't acquire metal. LOL!

 

Repairing a broken weapon

  • The ritual Make Whole (PHB) and the martial practices Temporary Fix (MP2) can repair broken weapons (and other stuff), with the following changes:
    • Make Whole: The component cost is 1 healing surge, not 20% of item's cost.
    • Temporary Fix: Duration is permanent, so technically we could just call it Fix. 

 

Roleplay bonuses

  • (based on DMG "Rule 42")  
  • Combat: At most once during each encounter, if you want to attempt some kind of improvised action not covered by the rules (swinging from a chandelier, talking smack to a minion, ride on the dragon's back, etc.), then tell me your idea when your turn comes up. The more plausible/dramatic/humorous you can describe the action, the more likely I'll let get away with it. Here are some things I might ask you to do (you are free to suggest a fair option too):
    • Spend an action (mostly minor actions)
    • Make an attack roll
    • Use a skill or ability check
    • Temporarily modify a power in a small way
    • Spend a healing surge or an action point
  • Non-combat: As above, but obviously you can do it as much as you want. Instead of bonuses, I might lower the DC instead.  

 


 

KDM House Rule Pack

  • Total list of house rules modifying the character builder:

 

KDM Attack
    Gives a +1/2/3 (by tier) bonus to all attack rolls, removes the vanilla Expertise feats, and removes the attack bonus from the Essentials Expertise feats. Frees up a feat slot from the obligatory Expertise feats so players can spend it on something more interesting, and gives a boost to non-weapon, non-implement attack, which are generally pretty inaccurate. Also gives a reason to use non-Expertise Feat-bonus feats.

KDM Critical Range
    Lowers the requirements on crit-range feats so they can be reasonably attained with a tertiary score.

 

KDM Guild / Tribal
    Removes the Guild and Tribal feats.

KDM Defense Scaling
    Gives a +1/2/3 (by tier) untyped bonus to all non-AC defenses, removes the Paragon, Robust, and Improved Defenses feats, and drops the Heroic NAD feats to a flat +2. Frees up a feat slot, and makes lesser Feat bonuses to NADs worth something again.

KDM Defense Stacking
    Makes all attributes contribute to NADs, rather than only the highest. Basically a boost to classes that have both primary and secondary stats in the same group; now their high defense is very hard to hit, to compensate for their other two defenses being so low. For other classes, you'll generally see combined total defense scores drop by 1 or so in Heroic and go up by ~2 in Epic.

KDM MBA
    MBAs gain power source keywords.

KDM Melee Training
    Gives all melee classes w/o a primary STR score or MBA at-will the appropriate Melee Training feat. Swordmages and Hybrid Swordmages receive Intelligent Blademaster instead.
    Notes: If you pick two such hybrid classes, the feat from the class selected for the second hybrid box on the class screen takes precedence. However, Melee Training always overrides Intelligent Blademaster.

 

KDM Multiclass
    Changes specific-skill training from multiclass feats to training in any class skill, and relaxes some multiclass feat prereqs.

 

KDM Paragon Multiclassing
    Lowers the entry requirements for Paragon Multiclassing to any one multiclass feat, and makes it grant 2 extra multiclass feats at level 11, and an extra feat of any kind at level 16. As originally written, PM is generally a big investment for little gain; hopefully this makes it a more competitive option.

KDM Power Source Skills
    Makes all Arcane classes use their highest mental ability score for Arcana checks. Likewise for Divine/Religion and Primal/Nature. No more Sorcerers who suck at magic or Clerics who suck at religion.

KDM Utility
    Grants a free L2 Class Utility or Skill Power at L1. Personally I require players to choose a non-combat power for this, just to give them a little more utility outside of combat without sacrificing combat effectiveness.

Comments (1)

Veggiesama said

at 3:44 pm on Jun 3, 2011

The DMG gives an example of a player wanting to swing from a chandelier and kick an ogre into a brazier of hot coals. To do that, she basically rolls a successful Acrobatics check (easy DC) followed by a Strength vs Fortitude attack. The ogre gets pushed 1 square, which in turn does damage (guidelines can be found on a handy table).

In the end, the player does about as much damage as one of her encounter powers without using one. I would maybe even throw on an "ongoing 5 fire damage (save ends)" effect. What a cool idea, huh?

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