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Catt’s 4E: House Rules

Following is a running list of house rules for the campaign. I’ll expand it as the need arises.

  1. The Rules Compendium is the guidebook for rules debates.
  2. Try anything. It may take some exceptional rolls to pull it off, but go ahead and swing from that chandelier or topple that statue!
  3. You can interact with most surroundings with a minor action. Use this to provide combat advantage or a bonus to attack or defense. Flip over furniture or toss a mug!
  4. Magic is rarely in common use with the masses. It is both respected and feared.
  5. Teleport requires Line of Effect. You have to physical get to a location to “teleport” there.
  6. In 4E, suffocation or drowning requires 30 rounds without air before your first Endurance check. This house rule reduces this time by 1 round for each round that you take a standard action. Therefore, if you take only move, minor and free actions you can go the full 30, but if you always take a full complement of actions (double moves, attacks, etc) you can go only 15.
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