I've toyed with the idea of changing Healing Word to a Cantrip so it can be used as a throw out minor heal or stabilizer.
I like the idea but like Munsontime said earlier, it'd likely be broken. Maybe there'd have to be a cap to it, similar to the Healer Feat and using the medical kits once per short rest.
Alter the weapon table, because some of those stats make no sense. In short: quarterstaff gives its Versatile (1d8) to the mace, replacing it with Double (1d6 bludgeoning), Monk, and Two-handed; greatclub goes up to 1d10 and gains Heavy; greataxe gains High Crit; halberd and trident get special effects to set them apart from the glaive and spear respectively; shortsword gains Monk; and every one-handed martial weapon that deals 1d8 damage and is not light or finesse gains Versatile (1d10).
High Crit triples the dice rolled on a crit instead of doubling them, Monk treats the weapon as a monk weapon for Martial Arts, and Double let's you use two-weapon fighting as if fighting with two light weapons and lists the damage and damage type of the off-hand end when two-weapon fighting.
Character Generation: I'll often roll stats, but its either 2d6+6, 1d8+7, or 1d8+8. If Standard Array gets you an average of 12, the other methods will get you a 13, 11.5, or 12.5 respectively. I haven't decided which one I like best.
Weapons and Feats: Trident moves up a damage die. Trident, Spear, and Pike all work with Polearm Mastery. PAM requires two hands to use (looking at you Qstaff)
Classes: All UA is open and free to use/multiclass Loremaster can only change damage type, not saves. 4 Element Monks get Wis mod as extra Ki and Ki costs are reduced by 1 for everything specific to Wot4E. Revised Ranger is only Ranger, but Favored Enemy comes online at level 3 Similarly, most recent mystic is only mystic, but you can only choose up to two disciplines that are not from your subclass
I've forgotten what else I usually do, but I'm multitasking and need to spend my Concentration on something else.
First Finley how often have you gotten to use Versimilitude? (perfect word choice) and second.
Super necro thread GO!
Came across the thread while trying to see what people use as houserules, and more to see WHY they house ruled it. It seems like a decent number of the changes are aimed towards streamlining the gaming experience, with food and encumbrance being a pretty common thing to deal with somewhat behind the scenes. Some of the voices are more about these are my custom homebrew rules rather than what do you ignore or alter. I think for some of those I will decide a little after the first couple runs like the encumbrance, mostly in case one of the players really enjoys tracking stats (yes it happens) because that will give me something else for them entertain themselves with.
Using two normal spells in a turn seems to be a consistent theme as well, which I think I like the cantrip and a bonus action spell in a turn. Just seems like it gives them enough to do in the round and not feel like they wasted their turn using Healing Word or the like. I will say there is one simple weapon that I just don't understand its damage stats for. greatclub Why would you ever use this over the quarterstaff (outside of roleplay opportunities) just seems odd, but perhaps it was so nothing simple really competes strongly with martial weapons. If someone is interested in it I may just call it a d10 or 2d4 and be done with it, I do wonder if it is for low level encounters (skeletons are a bit of a staple and are bludgeoning vulnerable) with undead in particular. Heavy would have made sense with it too since it is just a big heavy piece of wood.
Curious in the months that have come and gone since this thread started if people have found other things they tend to ignore from the rules or just make a work around.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I've allowed other party members interact with the cleric's spiritual weapon.
Ex: devout cleric creates spiritual weapon (dagger). Cleric attacks kobold. Kobold dies. Athiest Rogue grabs spiritual weapon and throws it at different kobold, still deals radiant damage. Players get to RP existential discussion between characters, regarding sources of power, motivation, and religion in-game.
Ex: cleric creates spiritual weapon (great sword). One hits a bugbear. Barbarian is impressed. Barbarian takes spiritual weapon, also one hits a bugbear. Barbarian now worships cleric as deity incarnate.
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Alter the weapon table, because some of those stats make no sense. In short: quarterstaff gives its Versatile (1d8) to the mace, replacing it with Double (1d6 bludgeoning), Monk, and Two-handed; greatclub goes up to 1d10 and gains Heavy; greataxe gains High Crit; halberd and trident get special effects to set them apart from the glaive and spear respectively; shortsword gains Monk; and every one-handed martial weapon that deals 1d8 damage and is not light or finesse gains Versatile (1d10).
High Crit triples the dice rolled on a crit instead of doubling them, Monk treats the weapon as a monk weapon for Martial Arts, and Double let's you use two-weapon fighting as if fighting with two light weapons and lists the damage and damage type of the off-hand end when two-weapon fighting.
Character Generation:
I'll often roll stats, but its either 2d6+6, 1d8+7, or 1d8+8. If Standard Array gets you an average of 12, the other methods will get you a 13, 11.5, or 12.5 respectively. I haven't decided which one I like best.
Weapons and Feats:
Trident moves up a damage die. Trident, Spear, and Pike all work with Polearm Mastery.
PAM requires two hands to use (looking at you Qstaff)
Classes:
All UA is open and free to use/multiclass
Loremaster can only change damage type, not saves.
4 Element Monks get Wis mod as extra Ki and Ki costs are reduced by 1 for everything specific to Wot4E.
Revised Ranger is only Ranger, but Favored Enemy comes online at level 3
Similarly, most recent mystic is only mystic, but you can only choose up to two disciplines that are not from your subclass
I've forgotten what else I usually do, but I'm multitasking and need to spend my Concentration on something else.
First Finley how often have you gotten to use Versimilitude? (perfect word choice) and second.
Super necro thread GO!
Came across the thread while trying to see what people use as houserules, and more to see WHY they house ruled it. It seems like a decent number of the changes are aimed towards streamlining the gaming experience, with food and encumbrance being a pretty common thing to deal with somewhat behind the scenes. Some of the voices are more about these are my custom homebrew rules rather than what do you ignore or alter. I think for some of those I will decide a little after the first couple runs like the encumbrance, mostly in case one of the players really enjoys tracking stats (yes it happens) because that will give me something else for them entertain themselves with.
Using two normal spells in a turn seems to be a consistent theme as well, which I think I like the cantrip and a bonus action spell in a turn. Just seems like it gives them enough to do in the round and not feel like they wasted their turn using Healing Word or the like. I will say there is one simple weapon that I just don't understand its damage stats for. greatclub Why would you ever use this over the quarterstaff (outside of roleplay opportunities) just seems odd, but perhaps it was so nothing simple really competes strongly with martial weapons. If someone is interested in it I may just call it a d10 or 2d4 and be done with it, I do wonder if it is for low level encounters (skeletons are a bit of a staple and are bludgeoning vulnerable) with undead in particular. Heavy would have made sense with it too since it is just a big heavy piece of wood.
Curious in the months that have come and gone since this thread started if people have found other things they tend to ignore from the rules or just make a work around.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I've allowed other party members interact with the cleric's spiritual weapon.
Ex: devout cleric creates spiritual weapon (dagger). Cleric attacks kobold. Kobold dies. Athiest Rogue grabs spiritual weapon and throws it at different kobold, still deals radiant damage. Players get to RP existential discussion between characters, regarding sources of power, motivation, and religion in-game.
Ex: cleric creates spiritual weapon (great sword). One hits a bugbear. Barbarian is impressed. Barbarian takes spiritual weapon, also one hits a bugbear. Barbarian now worships cleric as deity incarnate.