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	<title>Comments on: My House Rules for D&amp;D</title>
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	<link>http://www.campaignmastery.com/blog/my-house-rules-for-dd/</link>
	<description>Expert tips and how-to's on every aspect of creating and running exceptional campaigns.</description>
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		<title>By: Nicolas GSimon</title>
		<link>http://www.campaignmastery.com/blog/my-house-rules-for-dd/comment-page-1/#comment-1554</link>
		<dc:creator>Nicolas GSimon</dc:creator>
		<pubDate>Sat, 16 Jan 2010 04:06:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=735#comment-1554</guid>
		<description>I use 3.5 system as a DM, with the PRRPG rules system, but also as you did, I put some house rules to bring some good ideas of 4th edition. A better idea for increasing initiative by level but more &quot;realistic&quot; is to use the REFLEX BONUS instead only of the DEX bonus,  
But also put the ACP in as a way to penalize REFLEX, the used of heavy armor in combat instead of light armor. It works well. And for converting the monsters, use the REFLEX Modifier.  I also put in the Reflex Modifier the Size modifiers, so a Halfling has more reflex due to her size, than a large one.... So this also would afectts initiative.

I hope my idea will be of your interest.

Cya</description>
		<content:encoded><![CDATA[<p>I use 3.5 system as a DM, with the PRRPG rules system, but also as you did, I put some house rules to bring some good ideas of 4th edition. A better idea for increasing initiative by level but more &#8220;realistic&#8221; is to use the REFLEX BONUS instead only of the DEX bonus,<br />
But also put the ACP in as a way to penalize REFLEX, the used of heavy armor in combat instead of light armor. It works well. And for converting the monsters, use the REFLEX Modifier.  I also put in the Reflex Modifier the Size modifiers, so a Halfling has more reflex due to her size, than a large one&#8230;. So this also would afectts initiative.</p>
<p>I hope my idea will be of your interest.</p>
<p>Cya</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/my-house-rules-for-dd/comment-page-1/#comment-943</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Mon, 03 Aug 2009 23:34:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=735#comment-943</guid>
		<description>Bill, your comments seem to flow from the same false premise that has tripped up a number of the other commentators - he isn&#039;t &quot;house ruling&quot; 4th ed, he&#039;s &quot;house ruling&quot; D&amp;D 3.5 using 4th ed as a source for ideas. I dunno, maybe we didn&#039;t made that as clear as it should be in the post.

That means that giving all characters &quot;healing surges&quot; &lt;em&gt;does&lt;/em&gt; take a load off healers, because characters are better able to heal themselves.

Similarly, your appraisal of the &quot;bloodied&quot; rule doesn&#039;t stand up in full because there aren&#039;t &quot;dragonborn&quot; in 3.x to worry about - and there are heaps of things that already adjust + to hit, everything from position on the battlefield to magic weapons to feats to what class you are.

Nevertheless, your comments regarding potential pitfalls in these house rules are welcome here and worth bearing in mind should anyone be minded to try these for themselves.</description>
		<content:encoded><![CDATA[<p>Bill, your comments seem to flow from the same false premise that has tripped up a number of the other commentators &#8211; he isn&#8217;t &#8220;house ruling&#8221; 4th ed, he&#8217;s &#8220;house ruling&#8221; D&#038;D 3.5 using 4th ed as a source for ideas. I dunno, maybe we didn&#8217;t made that as clear as it should be in the post.</p>
<p>That means that giving all characters &#8220;healing surges&#8221; <em>does</em> take a load off healers, because characters are better able to heal themselves.</p>
<p>Similarly, your appraisal of the &#8220;bloodied&#8221; rule doesn&#8217;t stand up in full because there aren&#8217;t &#8220;dragonborn&#8221; in 3.x to worry about &#8211; and there are heaps of things that already adjust + to hit, everything from position on the battlefield to magic weapons to feats to what class you are.</p>
<p>Nevertheless, your comments regarding potential pitfalls in these house rules are welcome here and worth bearing in mind should anyone be minded to try these for themselves.</p>
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		<title>By: Bill</title>
		<link>http://www.campaignmastery.com/blog/my-house-rules-for-dd/comment-page-1/#comment-942</link>
		<dc:creator>Bill</dc:creator>
		<pubDate>Mon, 03 Aug 2009 19:31:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=735#comment-942</guid>
		<description>4th Edition has a lot of flaws, but you really need to play it a great deal before house ruling it. Healing surges don&#039;t &quot;take a load off healers&quot;, they are the primary mechanism healers use to heal. The system itself is fundamentally flawed, but reducing the surges won&#039;t help, unless you also remove the surge cost from at-will healing abilities like healing word. (Which might actually be a good change.) 

I also like the idea of minions with a bit more than 1 hit point, just so that little incidental things like a Rod of Reaving can&#039;t just decimate entire armies of mooks.

I&#039;d have to play around with the idea for bloodied to see if it is fun at all. I have the suspicion it would just be kind of annoying. Also, you should think about how dragonborn would interact with that rule. Maybe dropping their speed by -2 would make more sense, since anything that adjusts +to hit in 4th edition has a massive impact on gameplay. You don&#039;t want to be fighting a boss that needs 14+s to hit, and suddenly need 16+s. That&#039;s simply not fun.</description>
		<content:encoded><![CDATA[<p>4th Edition has a lot of flaws, but you really need to play it a great deal before house ruling it. Healing surges don&#8217;t &#8220;take a load off healers&#8221;, they are the primary mechanism healers use to heal. The system itself is fundamentally flawed, but reducing the surges won&#8217;t help, unless you also remove the surge cost from at-will healing abilities like healing word. (Which might actually be a good change.) </p>
<p>I also like the idea of minions with a bit more than 1 hit point, just so that little incidental things like a Rod of Reaving can&#8217;t just decimate entire armies of mooks.</p>
<p>I&#8217;d have to play around with the idea for bloodied to see if it is fun at all. I have the suspicion it would just be kind of annoying. Also, you should think about how dragonborn would interact with that rule. Maybe dropping their speed by -2 would make more sense, since anything that adjusts +to hit in 4th edition has a massive impact on gameplay. You don&#8217;t want to be fighting a boss that needs 14+s to hit, and suddenly need 16+s. That&#8217;s simply not fun.</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/my-house-rules-for-dd/comment-page-1/#comment-900</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Mon, 20 Jul 2009 17:15:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=735#comment-900</guid>
		<description>No matter where you get them from, it&#039;s still one more thing to keep track of. Just about any mnemonic device used as a reminder of the total won&#039;t discriminate between sources. Personally, I like the notion of having a number of action points equal to the number of 1000 xp needed to obtain your current class level, to use in ALL combats that take place in the course of that level, forcing the character to pick and choose whether or not to use them. You could add the character&#039;s dex mod to that, if you really wanted to, or perhaps the dex mod could represent the total number that could be used in any one combat.

Another idea would be to set the number as 1 for every ten hp the character has, but this discriminates against non-fighters. On the other hand, non-fighters are less likely to need to use them, so perhaps offering an xp bonus for unused action points would balance the books? No, because a fighter is more likely to have action points left over simply because they start with more of them.

It&#039;s easy to come up with things that, if kept track of, would add to the realism or excitement of combat. But each one comes with a bookkeeping cost, and that cost usually subtracts from the player&#039;s ability to immerse themselves in the combat - subtracting &lt;em&gt;from&lt;/em&gt; the realism and excitement of the battle. I&#039;ve yet to be convinced that there&#039;s anything much beyond hit points that&#039;s worth the cost; each time I&#039;ve thought I&#039;ve found something, testing has proved me wrong.</description>
		<content:encoded><![CDATA[<p>No matter where you get them from, it&#8217;s still one more thing to keep track of. Just about any mnemonic device used as a reminder of the total won&#8217;t discriminate between sources. Personally, I like the notion of having a number of action points equal to the number of 1000 xp needed to obtain your current class level, to use in ALL combats that take place in the course of that level, forcing the character to pick and choose whether or not to use them. You could add the character&#8217;s dex mod to that, if you really wanted to, or perhaps the dex mod could represent the total number that could be used in any one combat.</p>
<p>Another idea would be to set the number as 1 for every ten hp the character has, but this discriminates against non-fighters. On the other hand, non-fighters are less likely to need to use them, so perhaps offering an xp bonus for unused action points would balance the books? No, because a fighter is more likely to have action points left over simply because they start with more of them.</p>
<p>It&#8217;s easy to come up with things that, if kept track of, would add to the realism or excitement of combat. But each one comes with a bookkeeping cost, and that cost usually subtracts from the player&#8217;s ability to immerse themselves in the combat &#8211; subtracting <em>from</em> the realism and excitement of the battle. I&#8217;ve yet to be convinced that there&#8217;s anything much beyond hit points that&#8217;s worth the cost; each time I&#8217;ve thought I&#8217;ve found something, testing has proved me wrong.</p>
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		<title>By: Jeff</title>
		<link>http://www.campaignmastery.com/blog/my-house-rules-for-dd/comment-page-1/#comment-898</link>
		<dc:creator>Jeff</dc:creator>
		<pubDate>Mon, 20 Jul 2009 14:28:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=735#comment-898</guid>
		<description>Like the rest of the gang, the bloodied rule is excellent.  I think it also gives good motivation for someone to use the opportunity to block, parry or dodge as they will prevent loss of hp that will bring them to that point.
I am not a fan of action points personally as it seems one more thing to keep track of.  I am tossing around the idea of using the plus that comes from your dex as the amount of points you could use per encounter using your system.  Easy to keep track of.</description>
		<content:encoded><![CDATA[<p>Like the rest of the gang, the bloodied rule is excellent.  I think it also gives good motivation for someone to use the opportunity to block, parry or dodge as they will prevent loss of hp that will bring them to that point.<br />
I am not a fan of action points personally as it seems one more thing to keep track of.  I am tossing around the idea of using the plus that comes from your dex as the amount of points you could use per encounter using your system.  Easy to keep track of.</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/my-house-rules-for-dd/comment-page-1/#comment-892</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Fri, 17 Jul 2009 17:24:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=735#comment-892</guid>
		<description>I dunno about the level of change representing a different game system, I don&#039;t think they go far enough for that. Maybe sometime I should do a post on just how much you have to change a game before you consider it a new system...</description>
		<content:encoded><![CDATA[<p>I dunno about the level of change representing a different game system, I don&#8217;t think they go far enough for that. Maybe sometime I should do a post on just how much you have to change a game before you consider it a new system&#8230;</p>
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		<title>By: Chris Tregenza</title>
		<link>http://www.campaignmastery.com/blog/my-house-rules-for-dd/comment-page-1/#comment-891</link>
		<dc:creator>Chris Tregenza</dc:creator>
		<pubDate>Fri, 17 Jul 2009 08:49:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=735#comment-891</guid>
		<description>With the amount of changes you&#039;ve made, you are really creating your own system. I cannot help wondering how often you run into problems with balance issues?

&lt;abbr&gt;&lt;em&gt;Chris Tregenza’s last blog post..&lt;a href=&quot;http://feedproxy.google.com/~r/6d6Fireball/~3/gRX6_W0DPHg/&quot;&gt;“You want to do what?”&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>With the amount of changes you&#8217;ve made, you are really creating your own system. I cannot help wondering how often you run into problems with balance issues?</p>
<p><abbr><em>Chris Tregenza’s last blog post..<a href="http://feedproxy.google.com/~r/6d6Fireball/~3/gRX6_W0DPHg/">“You want to do what?”</a></em></abbr></p>
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		<title>By: Mike E.</title>
		<link>http://www.campaignmastery.com/blog/my-house-rules-for-dd/comment-page-1/#comment-865</link>
		<dc:creator>Mike E.</dc:creator>
		<pubDate>Tue, 07 Jul 2009 12:35:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=735#comment-865</guid>
		<description>@ Peregrine John- Thanks for the kind words^_^  Much appreciated!

I got to play test the Fencing Points system a little more this past Sunday, and I really like the way that it is working.  Players are more willing to try stunts and actions, such as dodging, parrying, blocking, and swashbuckling when they know it isn&#039;t going to cost them their standard/movement action.  

Next session has quite a bit more combat in it than last, so hopefully my players will have more time to use it and try it out with greater success!

&lt;abbr&gt;&lt;em&gt;Mike E.’s last blog post..&lt;a href=&quot;http://wrathofzombie.wordpress.com/2009/07/06/i-got-savage-worlds/&quot;&gt;I got Savage Worlds&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>@ Peregrine John- Thanks for the kind words^_^  Much appreciated!</p>
<p>I got to play test the Fencing Points system a little more this past Sunday, and I really like the way that it is working.  Players are more willing to try stunts and actions, such as dodging, parrying, blocking, and swashbuckling when they know it isn&#8217;t going to cost them their standard/movement action.  </p>
<p>Next session has quite a bit more combat in it than last, so hopefully my players will have more time to use it and try it out with greater success!</p>
<p><abbr><em>Mike E.’s last blog post..<a href="http://wrathofzombie.wordpress.com/2009/07/06/i-got-savage-worlds/">I got Savage Worlds</a></em></abbr></p>
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		<title>By: Peregrine John</title>
		<link>http://www.campaignmastery.com/blog/my-house-rules-for-dd/comment-page-1/#comment-863</link>
		<dc:creator>Peregrine John</dc:creator>
		<pubDate>Mon, 06 Jul 2009 20:13:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=735#comment-863</guid>
		<description>I&#039;ll join the chorus of those adding a Bloodied status to v3.x games.  

As far as I&#039;m concerned, the fencing system idea is brilliant.  Sure, there are some improvements that will eventually suggest themselves, but having such a thing to begin with removes cumbersome and unworkable arrangements for swashbuckling characters and city settings, and that&#039;s a fine thing.</description>
		<content:encoded><![CDATA[<p>I&#8217;ll join the chorus of those adding a Bloodied status to v3.x games.  </p>
<p>As far as I&#8217;m concerned, the fencing system idea is brilliant.  Sure, there are some improvements that will eventually suggest themselves, but having such a thing to begin with removes cumbersome and unworkable arrangements for swashbuckling characters and city settings, and that&#8217;s a fine thing.</p>
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		<title>By: Rook</title>
		<link>http://www.campaignmastery.com/blog/my-house-rules-for-dd/comment-page-1/#comment-859</link>
		<dc:creator>Rook</dc:creator>
		<pubDate>Mon, 06 Jul 2009 06:45:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=735#comment-859</guid>
		<description>@ Robert
I’m liking the -2 penalty on attack rolls and to AC when Bloodied. I’m definitely going to use that one. Good sound logic there, but if your penalizing them (PCs and monsters alike) on AC because they can’t react to attacks as well, then shouldn’t you impose the same penalty to Reflex defense as well?  Perhaps that is just heaping on too much, but I think the logic is still sound.

&lt;abbr&gt;&lt;em&gt;Rook’s last blog post..&lt;a href=&quot;http://powerwordblog.com/?p=86&quot;&gt;My Foray into 4E: Taking the “Role” out of roleplaying&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>@ Robert<br />
I’m liking the -2 penalty on attack rolls and to AC when Bloodied. I’m definitely going to use that one. Good sound logic there, but if your penalizing them (PCs and monsters alike) on AC because they can’t react to attacks as well, then shouldn’t you impose the same penalty to Reflex defense as well?  Perhaps that is just heaping on too much, but I think the logic is still sound.</p>
<p><abbr><em>Rook’s last blog post..<a href="http://powerwordblog.com/?p=86">My Foray into 4E: Taking the “Role” out of roleplaying</a></em></abbr></p>
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