Catt’s 4E: House Rules
Following is a running list of house rules for the campaign. I’ll expand it as the need arises.
- The Rules Compendium is the guidebook for rules debates.
- Try anything. It may take some exceptional rolls to pull it off, but go ahead and swing from that chandelier or topple that statue!
- 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!
- Magic is rarely in common use with the masses. It is both respected and feared.
- Teleport requires Line of Effect. You have to physical get to a location to “teleport” there.
- 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.
Categories: D&D
4E, Catt's 4E, D&D, Dungeons & Dragons
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