House Rules

As with every D&D group, ours is filled to the brim with houserules. You know how it goes: you eventually get some over-emotional whiner respectable gent who can't stand a certain rule because it gets in the way of their success. So what does the DM do? He changes it. And what do the players do once all their demands are met? They complain that encounters are too easy.

Nonetheless, here they all are. If you or someone you know is interested in joining our group, be sure to look over the following list carefully:


 * In addition to healing, surges may also be spent to perform a variety of functions. Surges can be spent to recharge expended powers (1 for Encounters and 2 for Dailies) or to move one's saving throws to the beginning of their turn (AFTER ongoing damage or other effects are taken). 2 Energy surges can also be exchanged for an Action Point, or to make an immediate reroll (once per action). Five surges are also regained at each milestone.
 * Medium or Small player characters can wield large weapons. Said large weapons use one die size larger and weigh twice as much, which can be a great hindrance since our group follows the encumbrance rules.
 * Players gain a cumulative +1 bonus to saving throws against a single effect every time they fail to save out of it.
 * As long as an action doesn't involve a roll, players can undo them ("take back their moves").
 * "Falling attacks" add a +1 bonus to the attack roll and 1d10 to the damage roll for every 10 feet the attacker falls before landing their hit. The falling attacker still takes fall damage as normal.
 * Monster Knowledge DCs have been altered. Learning a creature's name and level are now "easy", while learning the creature's lore is "medium". Learning its powers and affinities is still "hard".
 * Only the usage of powers count as Standard Actions now. Heal checks, Bluff checks, Administering a potion, etc. all now count as Minor Actions.
 * The Versatile property has been upgraded. Rather than just granting a mere +1 bonus to damage when wielding versatile weapons two-handed, the bonus damage is now equal to half the wielder's level.