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Let’s Demolish 4E with House Rules!

  • Written by Chris Stevens 14 Comments
    Last Updated:: January 22, 2010

    I’ve said it before, I am the House-Rule King. I’ve taken games and cut them up, chewed them something fierce, and spit out what can only be described as a beautiful amalgamation of house rules, all in an effort to “improve” those games. Just ask my gaming group – they’ll tell you. They’ll tell you that it was fun… for about five minutes.

    I’ve ran 4E for several, several months, house-rule FREE, I might add. It’s been great. I simply trusted the game, it’s developers, and its playtesters. For the most part, I’ve been happy. As soon as you understand the concept and new direction Wizards has taken D&D, it becomes a very “stupid-easy” game to learn and play. It doesn’t take a lot, and you can interject many different styles of play. Something for everyone.

    My players have gone up to about mid-Paragon, and combat usually ran pretty smoothly. Then, something happened. I noticed it, but I didn’t say anything. Instead, I kept quiet, just trying to trust in the game. I wanted to change… something.

    We took a break from my campaign and started a new one with a new GM (we always do stuff like that). I’m sure we’ll get back to my campaign, but we wanted to try out new characters and a different setting. So off we went…

    After a few levels as a player, I noticed the same concern that I had as a DM. It just seems to me that the monsters do more damage, and the healer heals more hit points. In good, challenging combats, the teeter-totter of hit points just keeps going up and down. In one round, the players have a ton of hit points. In the next, they have been reduced to single digits. Then the healer brings them all up again, and the cycle continues. On any given round the heroes are either in good standing or about to be TPK’d.

    This is my problem. I see something that concerns me, and I start thinking of ways to “fix” it. I’ve had to stop myself a few times now, and when I do, I end up feeling better, because none of my past house-rules really accomplished anything in the long run. Actually, all they really ever did was demolish the house.

    So, to the reason for this article: I’m curious. What “problems” have you encountered in your games (any game) and what did you do to “fix” them? Did they work, or end up just causing more problems?

14 Comments
  1. I’ve got to admit I’m a house rule addict as well. Really, I have the bad habit of creating enough house rules, that it would have simply been easier to create a game system.

    In fact, myself and the other GM have tried.

    Stat generation, has … always been an issue. Simply put we have certain people who aren’t happy with what they roll. So we loosen up the rules a little bit, more malcontent, and we loosen up a little bit more. Before you know it …. we’re (in D&D 3.5) rolling 4D6 (dropping the lowest D6, rerolling any 1s that turn up), doing this 8 times, dropping the two lowest stats… then doing that process 3 times. Overall, generating 3 sets of 8 stats.

    Let’s just say, 3.5 isn’t balanced for players who’s lowest stat is a 16. As you so eloquently put it … all the rule did was destroy the house.

    Anyways, back to the statement at hand.

    Perhaps, one of the best rules we’ve added to the game is actually ones that promote the ‘community’ site that we setup.

    For example, the group games once a week for around 3~4 hours. For some people this isn’t enough. So we added a forum to the site, dubbed ‘on the road’, allowing players to interact with each other during the other 6 days of the week that we don’t game.

    Those who participate, get a 10% exp bonus at the next session.

    We added this in the last campaign we ran, it worked like a charm, and silenced the people who voiced complaints about not having ‘enough’ time to roleplay.

    This campaign, we’re trying out a ‘connection’ house rule. Simply put, for every character that a new ‘characters’ got a connection to, they get an additive 10% exp bonus for their first night. It ultimately created a nice ‘web’ of pre-existing PC connections. And allows me to easly get the group rolling in the first night. Any rerolling/member adding … it’s easy to bring people in, if they already know 1 or more people in the group.

    So while, I’ve certainly obliterated the house with nuclear bomb equivalent of a house rule, they can add a significant advantage if used properly. I think the thing you’ve got to be careful with, is really ‘overwriting’ the mechanics rules… After applying band-aid after band-aid, it’s better to suck it up and deal with a system quirk you may not always like, then it is to try to ‘fix’ a well tested machine.

  2. Bill, your very last sentence sums up exactly what it took me so long to realize. Well said.

    I’d like to hear more about your “On the Road” forum. I’m not sure if that would fly with my group, though I guess we would just need to be in the right mindset. Tell us more, if you have the time, or post your forum for us to read.

    As for your “Connection” rule, I’ll be running that by my group next week.

    Thanks for sharing!

    -Chris

  3. Well, first off, the site as a whole is kind of a mixed blessing.

    Originally, intended as a means to keep people on the same page, and keep information in one publicly accessible place. Which it ultimately does very well… but We’ve had to ask, threaten, and even beg people to use it. It’s unfortunate but there’s just some people who refuse to use the tools you provide.

    As far as the ‘on the road’ concept goes, it’s a simple solution to a much griped about problem. We’ve got a rather large group it’s up to 8 people for the moment. As such combat, tends to drag on. Given the time we’ve got, we spend most of the time ultimately progressing the story; or in some form of combat.

    This unfortunately didn’t leave a lot of time for personal character development. After all, if my character wanted to go off and meet with a sibling… 6 other people will have to sit there, bored out of their minds listening to me and the GM go back and forth.

    So … after spending our 4 our gaming session talking about the ‘problems’ of one player… I decided to figure out a way to allow people to develop their characters without the need to do it at the table.

    So I took a page out of my MMO RP experience, Where a good portion of the role playing is actually done outside the game itself, using tools like Blogs (character journals), Forums, and Chat Software.

    It was really just a matter of creating an incentive big enough that people would want to use it, while making it small enough that it wouldn’t hinder people that didn’t use it.

    Here’s a link to the ‘on the road’ forum

    http://www.thesilverpineinn.com/forums/campaigns/dd/road-postings

    If you’re looking to setup something similar, I would really recommend using Drupal. It’s a nice cross between the documentation oriented Wiki, and the community oriented Forum / Blog software.

    On the downside, it does require a bit of configuring to get what you want out of it.

  4. In 4e, we’ve dropped the whole “You can only use 1 magical item’s properties a day” thing in favor of the players being able to use any magical item they have. I never understood why a character using his blackflock armor would mean his transposition cloak didn’t work later.

    Also, for character creation, we have everyone roll 4d6 (drop the lowest) 7 times, drop the lowest number. We only do this once. It does help some players, though.

  5. Bill, I read a bit of “On the road back to Ferromore… (from the keep)” and “At the Tavern…” I have to say that that is freaking awesome. We practically never have that type of interaction at the table, as it would take up too much of our time, and it would be kind of wierd for us. But, written down like that in a forum format makes it easy. It frees up more time for “group gaming” on game night, and totally moves the story along. It gives you time for you to come up with what your character is saying, instead of garbling your way through interactions on the fly. You could even have roleplaying interactions with the enemies, arch enemy, even have prequel social encounters.

    Thanks for sharing that idea and your forum. I’ll be following it from time to time, if you don’t mind.

    Hmm, I wonder if my group would go for something like that. Would an incentive be involved…

  6. Dice Monkey, with regard to stats, we’ve been there. It got so bad that rolling our stats just seemed trivial. You know, we’re playing larger-than-life characters, so they should have larger-than-life stats. Roll 4d6, drop the lowest die, reroll 1s, make three columns, and so on, and so on. While it gave better stats, there was still always “stat envy.” Someone always felt that the stats next door were better. I think that I prefer the point-buy method now – everyone will always be on the same page with their stats, and the spendable points can be adjusted to fit the group’s desires.

    With regard to your problem with magic items, and the number of times all of your magic items may be activated… I know your pain. This has been one of those things that I wanted to change, but left alone (because as soon as I change one thing, I’ll have to change another).

    Let me explain Wizard’s reason for this rule. It follows their theme of power derived from your personal character. Look at Healing Surges, look at your character’s encounter and daily powers. What’s stopping me from using Split the Tree twice? I know how to do it, I should be able to do it when I choose, as often as I choose.

    Well, It all comes down to two things: (1) Balance. If the most powerful facets of your character can be used at-will, then lesser powers will never be used. (2) Personal Power. Your character is so good with a bow, that once in a while he might be able to get off a cool shot, like Splitting the Tree. Your character is so cool, so heroic, that it’s his inner personal power that calls on the armor for that momentous, super cool protection. It’s not the armor that’s powerful, it’s his strength, it’s his own personal ability through strength of will and character to call upon a powerful magic item’s special ability. It’s not that because you used your Blackflock armor that you can’t use your Transposition Cloak later, it’s that you’re simply a mortal being trying to bend the will of the supernatural magical forces; you don’t yet possess the right “stuff” to fuel those awesome magical items several times a day.

    Well, that’s the reason, anyway (even though I think that I prefer your approach).

    Thanks for commenting!

    -Chris

  7. Well, recently we switched to Star Wars, as the GM needed a break, and we lost some players added in some new ones … everyone wanted something ‘new’.

    So here’s the ‘In Hyperspace…’ (the star wars equivalent of on the road.) It’s a rather poor example at the moment, as there’s nothing in the forum. Which is why i used the D&D one as an example to show.
    http://www.thesilverpineinn.com/forums/campaigns/star-wars/hyperspace

  8. I love Star Wars. I’ll be right there.

    -Chris

  9. I won’t be terribly original for saying this, but the one house-rule I’ve implemented on occasion is halving the hit points of monsters to speed up 4E combat.

    Some people suggest also halving the hit points of the players as well, but I don’t feel its necessary and it accomplishes less ‘balance’ than people perceive. The intent of halving monster HP is to make the monsters easier to get past for all the PCs, but it doesn’t upset the difficulty ratio between one monster and a higher-level one.

  10. Matthew, I have seriously considered doing what you did. I really came close. The cool thing is, it’s not really even a house rule. That’s just you making unique monsters.

    I like it.

    -Chris

  11. #11 Mondaynightgamer says:
    July 22, 2010 at 1:51 pm

    Chris,

    I am a lifer of D&D…some 25 years experience behind the screen and in front of it. I have been there since the “red box”. I have seen it all, and in fact, my group is playing 4E currently. While most of my players like it, I dislike it. I feel like I am playing a video game with “powers” that are more of a rotation. Character creation seems boring, all role-related. Combat, as one of your bloggers wrote does take FOREVER! And then there is the non-descript magic items that are a dime-a-dozen. I have been thinking of a way to marry 3.5 and 4E, but am not really sure what it will do other than destroy what I am trying to save. Any thoughts?

  12. @Mondaynightgamer:

    Video game: Yeah, it can feel like that. The trick is to interpret those powers imaginatively. Don’t call out what power you’re using, describe an action in your own words and then describe the outcome. Get away from, “Ok, I hit you with my Cleave attack, both you and the guy next to you take damage.” Flavor that puppy up! As a GM, my players know their powers a lot better than I do; I’m not looking for powers – I’m looking for descriptive, creative action.

    Boring character creation/roles: Who cares about roles? Play what you want/encourage others to play what they want. That’s all there is to it. Don’t focus on powers/focus on the character and what you want to accomplish with him. John Lewis is currently writing articles about building characters at my site, http://stuffershack.com/

    Dime-a-dozen magic items: You’re in luck. I’m currently writing a new project, Classic Fantasy. It takes reflavors the entire 4e magic item and character concept so that players aren’t lugging around 10 pieces of ‘mundane’ magic itmes – making heroic characters truly heroic. Classic Fantasy is also located at Stuffer Shack.

    Marrying 3.5 and 4e: Don’t. This whole article above is all about avoiding house rules. “Reflavor” anything you want, but as soon as you start messing with game mechanics you start digging a hole that just keeps getting deeper.
    Chris Stevens recently posted..Savage Worlds MarkersMy ComLuv Profile

  13. #13 Mondaynightgamer says:
    July 30, 2010 at 12:36 pm

    I understand your point and agree. I don’t get paid to create games, just want to play them. Unfortuntely for me, I have grown to hate 4E with its powers and roles. I used to play a game called Harnmaster. Ever heard of it? If so, what’s your take? I have re-read some of the material, and like it, but I am not confident my players would really like the system. Your thoughts please.

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