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.
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The D&D Avengers
As part of my on-going home game, I've been working with the players to give them the option for more variety in the game sessions. As a group we are all new to 4th Edition. I wanted to offer my players a method where they could play around with trying out all the possible combinations that they would like to enjoy without them feeling penalized as far as Experience and Treasure being gained by the group and that their respective characters would have as far as equipment.
In order to remedy this we've been working on a couple of "house rules". First, for characters that come in new, they are generated per the rules in the DMG for starting above 1st level. Second, for PCs that are "sent off on side missions", they lose all equipment and gold and can not come back into active play until the group advances a level. Those characters that go on these "side quests" come back with magic items and gold equivalent to a character starting at the same level per the DMG.
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