House Rules
Wanted to introduce a couple of things in to the next game to help add flavor to the game. I have a deck of barajas españolas that I want to bring in to use in the game. I wanted to introduce some new house rules in to the game this weekend.
At the beginning of each session, each character will draw two cards from the deck. Each card has an effect as listed in the table below. Just trying to flesh these out. If we see that things are too overpowered, we can get rid of them as you like.
In addition to this, the DM will get to randomly draw a number of poker chips equal to the cards drawn. The poker chips will be taken from a group of white, red and blue chips. There will be 25 white, 10 red, and 5 blue.
- The White chips can be used on a one-to-one basis to give any non-minion monster a Healing Surge equal to 25% of their base HP, or a +2 to any attack roll or saving throw; must commit before rolling. Also I can combine three White chips to gain the effects of a Red chip, or I can combine 5 white chips to gain the effects of a Blue chip.
- The Red chips can be used on a one-to-one basis to give any non-minion monster a Healing Surge equal to 30% of their base HP, or a +2 to any attack roll or saving throw, including after the roll is made. Also I can combine three Red chips to gain the effects of a Blue chip, or I can sell down a Red chip for two White chips.
- The Blue chips can be used on a one-to-one basis to give any non-minion monster a Healing Surge equal to 40% of their base HP, or a +5 to any attack roll or saving throw; must commit befor rolling. Also I can sell down a Blue chip for two Red chips or four White chips.
Card powers taken from Gnome Stew, and used without permission.
Coins & Cups
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1 |
Reroll one die roll of any kind (skill, attack, damage, save, etc). Use the higher roll. |
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2 |
Ignore one successful Opportunity Attack. |
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3 |
Regain an expended Daily Power after a short rest. |
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4 |
Use an At-Will Power instead of a Basic Attack (such as at the end of a charge, or as an Opportunity Attack). |
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5 |
Expend a Healing Surge on yourself as a minor action. |
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6 |
Expend a Healing Surge on an adjacent ally as a move action. The ally uses his or her own Healing Surge amount, but you expend one of your Surges. |
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7 |
Run for one round with no penalties to attacks or defenses for running. |
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10 |
+2 to any attack roll or saving throw; card may be used after the roll. |
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11 |
+5 to any attack roll or saving throw; must commit this card before rolling. |
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12 |
Regain an expended Encounter Power at any time as a free action. |
Staves & Swords
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1 |
For the duration of one encounter, give one Power the Reliable keyword. |
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2 |
Shift as a minor action, even if it’s before or after a move. |
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3 |
Your area attack or close attack does not hit one of your allies, even if he or she is in the target area. |
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4 |
Reroll one failed Saving Throw. |
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5 |
Take a ‘natural 20’ on any trained skill check. |
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6 |
Your attack does 5/10/15 ongoing damage on a hit; save ends. (Damage scales with tier.) |
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7 |
For this encounter, and until the beginning of the next encounter or extended rest, consider yourself Trained in one additional skill. |
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10 |
+2 to any attack roll or saving throw; card may be used after the roll. |
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11 |
+5 to any attack roll or saving throw; must commit this card before rolling. |
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12 |
Regain an expended Encounter Power at any time as a free action. |
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