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1

It is relatively trivial to make a spreadsheet calculate average damage for iterative attacks. So long as you know all the variables, reducing attacks vs AC x to an average damage means that you can roll the highest attacks, because they're fun, and then for the subsidiary attacks, to simply apply the average damage. The player should create a lookup table ...


2

Roll Once This increases swinginess but not the average output. Simply roll the d20 once for an entire attack routine and apply the different bonuses to it. This reduces time to resolution dramatically. For example, a fighter with +12/+7/+2, roll d20 and get a 10 - you hit ACs 22, 17, 12. Works fine for claw/claw/bite and any other kind of combo. What ...


8

Extensively use Tome of Battle strikes. The strikes sometimes involve multiple attacks, but often involve a single attack with greatly enhanced properties. This can help greatly. But note that even high-level initiators often still use regular full-attacks: you simply cannot easily replicate the reliability and sheer damage of a full-attack with a single ...


2

High Risk, High Reward Power Brash Assault is one of those things where you can justify it with game-world logic, not using "player" logic. What the monsters / enemies of the PCs see is someone with a lowered guard. The more reckless (perhaps less wise) individuals would jump on someone as soon as soon as a weakness is exposed, not considering what position ...


0

My sugesstion: Implement something similar as a saving throw - if the target fails, he must use the "oportunitty" to attack. Simple, easy, and not game-breaking, even on the sensitive rules of 4e!


2

I think it would make more sense from an in-game point of view if he became a little bit stronger one day, learned something new the next day, became more resilient the day after that, etc., instead of all this occurring at once. From an in-game point of view, that is exactly what does happen. The game-mechanics numbers all improving at once are an ...


-3

I am a fairly new DM and I recently got some of my friends to start a campaign with me as DM using Pathfinder. Here is "were" we have to make a full stop. You're a new DM. Don't let your players step all over you by rolling superheroes. Stand up and say no. If you've already let one player make a were-character, then either force that player to ...


1

Be careful of changing things like this. First, you never know what sort of subtle things you might break, and then your players have to deal with the fact that its no longer standard rules. It tends to cause problems. And then, once you go down that road, you start changing other things you don't like, and then more things. I used to do that and finally ...


1

Upsides: More natural level progression Downsides: More effort required from the DM to determine when the characters get things in sub levels. More interruptions to your campaign as people constantly need to be adjusting character sheets, choosing spells etc. At low levels, if you give out new spells and BaB before you give out new HP and saves, your ...


13

I've tried to modify my games to use a non-standard leveling system. Basically, it amounted to each character gaining an npc-class level halfway through leveling up, giving them appropriate skills, BaB, and hit dice, but denying them class features until they level up fully, including feats. While it was interesting, it came with three primary flaws. I ...


23

Good News! There's actually a template for that in the official rules - see here. That link contains all the information on creating a lycanthrope template for any were-thingy you can think of :) The specific details for a were-rex follow. rule quotes are shown like this specific details will appear below them like this. Creating a Lycanthrope ...


2

Warning, I would not let the player control the dino post transformation. That is just asking for balance problems. Use the following curse: Werewolf Lycanthropy Type: curse, injury; Save Fortitude DC 15 negates, Will DC 15 to avoid effects Onset the next full moon; Frequency on the night of every full moon or whenever the target is ...


2

I'm going to assume you have no issue coming up with traps along the lines of creating mechanics for Cube. So your issue is "There's not really an individual to contest the roll against" So you want to know how to set the difficulty, for non-contested actions. Difficulty Modifiers Standard Practice is in world of darkness, rolling a success means you ...


0

What about making the player make X dodge rolls, as if he was attacked X times? If the player is forced to jump in several directions, maybe you can add a pair of rolls to see if he is disoriented, which would require more dodge rolls.


2

OK, there are two areas where math fixes are applied. Enhancement bonuses. There are three areas here. Weapon (attack and damage), Neck Slot (Non AC Defenses (NADs)), Armor (AC). This can be alleviated fully by implementing the Dark Sun variant rules for automatic scaling bonuses (called intrinsic bonuses). Basically every 5 levels you get a +1 to each of ...


1

Potions in general Pg 280 "Potions are very similar to enchanted items in terms of function" Pg 279 "Nearly any effect within the range of thaumaturgy or evocation is allowed" I'm going to ignore thaumaturgic effects for a minute because 8 shifts just isn't a whole lot when you get into anything complex enough to need thaumaturgy. pg 250 " ...


0

In a word: No. (for the Telepathy one at least, empathy is a lot more forgiving) From the viewpoint of the base canon (Jim Butcher's Dresden Files novels), I'd say that staying away from things that "Reveal Surface Thoughts" would be best. Neuromancy to reveal thoughts gets into the dark gray area of The Third Law: Never Invade the Thoughts of Another ...


2

In general, potions and other enchanted items are like stored evocations, i.e. intended to hold a single, pre-generated effect that is stored until released (YS279). But what can this effect be? As to the point of whether it can replicate a skill, that part I'd say is true. As to how long it can last, it can be for an extended period of time. RAW ...


2

I think you should express that you'd like the game to be as hard as intended, that you guys might be missing out on fear and the eventuality (the occasional casualty) as a result of a non-standard rule, and that the balance between different classes is significantly skewed, which may be unfair to some players. So that therefore you'd like to try the default ...


15

Now I don't know what to do. I want to play the game properly Properly means everyone is having fun. If you've got a group that wants to bash heads and fear no pain, why take that away from them? Ultimately it's the GM's call. If the GM thinks the group needs a safety net to have fun, he should keep the rule. If he doesn't, he should drop it. He ...


11

My Credentials: 3 Years experience as a Player and GM with 4e. Ask for Buy-in Your players (especially the previous DM) have expressed doubts. Everyone was willing to trust the previous DM when he made his houserule, they should likewise extend trust to you in reinstating the default RAW state of 4e. The previous DM was in all likelihood building bad ...


0

There's no "right" way to play. Every group has sets of house rules that can change a few aspects of the game. 4e doesn't behave well with house rules, but this one in particular is not overly broken. It will create a higher HP pool, yes, but that doesn't mean that the game will suck. Let your players fly with it - if every one at the table agrees with ...


4

Take your concerns to the GM and suggest slightly upping enemy damage If the party is paranoid about a party wipe and considers this rule the only thing holding back the dike of horrible death failure, then changing it is likely to cause problems even if the GM thinks it is a good thing. This sounds like a new group, who are often very wary of mechanical ...


5

There is actually a rule for this (or at least close enough to one for this exercise). Speed per Hour: A creature’s speed per hour assumes a walking pace. A creature can move at twice this speed for an hour. If the creature maintains the faster pace beyond that time, the creature loses a healing surge at the end of each subsequent hour (or part of an ...


2

Unless you are very lucky with Scion, then this will have to be written from scratch. I would have to question whether that was worth it. This is something to embark on in my opinion only if you would enjoy the coding challenge, and unless you have a lot of spare time before you need decisions on those house rules, you may not hit a deadline. Most pen and ...


2

Considering that your goal here is to simulate the effects of rules changes, it is very unlikely that there is software general enough to do that which doesn't simply amount to a programming language itself. If you would like to look at changes at a somewhat more atomic level, AnyDice is a fantastic tool for simulating just raw dice probabilities. In many ...



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