House Rules

Durn’s House Rules



  • 1. Please do not take Weapon and Implement Expertise feats. The DM will maintain challenges to a proper level. Choose feats that add depth and details to your character.
  • 3. Magic Items are not generally available for sale. If available costs are often multiplied by ten. This includes Sunrods (not included in adventuring kits) and Everburning Torches, but Holy Water is normally priced.
  • 4. Rituals: Sacrifice of 1 Healing Surge pays for 10gp/level of Component Costs. Doubling costs divides casting time by 10. (Other characters can aid a ritual at a Surge=5gp/level. Characters are Dazed while casting or aiding a ritual. Rituals require a Standard action to sustain during combat.
    • a. Note: Rituals are magics not meant for combat and as such are easily thwarted. Damage taken while casting necessitate skill checks, usually DC 10+ritual level+damage. Some rituals, such as Potion Brewing and Item Enchanting, are a priori unusable in stressful environments.
    • b. It is a good idea for players using Rituals to keep a page with their ritual details handy during play.
    • COMBAT
  • 6. Action points may be used instead of an extra action, to immediately re-attempt a failed power. (This works like the racial power Elven Accuracy).
  • 7. Multiple Action Points may be used in an encounter.
  • 8. An attack roll of 20 on the die causes a roll on the Crits and Fumbles Table.
  • 9. An attack roll of 1 on the die causes a Saving Throw. A failed Save rolls on the Crits and Fumbles Table.
  • 10. Trip, Disarm, and Sunder are At-Will combat options. The target must be granting combat advantage.
    • a. Trip: Melee -2 vs Reflex; target is knocked prone.
    • b. Disarm: Melee -4 vs Fortitude or Reflex(whichever is higher); target is Weakened (save ends).
    • c. Sunder: Melee -2 vs Fortitude; target is -1 AC. Penalties stack and continue until the damaged armor or shield is repaired.
    • Character and or game play drawings are worth 100xp.
    • Story write-ups shared with the group are also worth 100xp.
  • Rolling handfuls of dice is encouraged (Roll to-hit and damage dice all together!)
  • Be ready on your turn! Have all your modifiers added up on your sheet! 10xp for the under 60 second turn!
  • Please avoid offering unsolicited tactical advice during another player’s turn. It tends to slow things down.
  • Don’t forget to imagine and describe your character’s actions. Help everyone visualize your exploits and spells.
  • A “Player’s Box” is encouraged. This is a backgammon or cigar box in which you roll your dice and keep you character sheet, minis, dice, and ephemera.

    Dungeon Master’s guide to Brutal 4E:

    (This makes for faster, scarier combat.)

    1. Reduce monster hp by 1/3.

    2. Increase monster damage by one die (ie d8 replaces d6) or +1/2 level.


    “Knight’s Tales ":

    Trappings of the Joust:
    o Lance (One-handed melee military; +2 proficiency; 1d10 dmg; Properties: Reach; High Crit)
    o Heavy armor, Shield, Warhorse. (Only special jousting lances may be used in competition, no magical ones. Magic Armor is acceptable.)
    o Mounted Combat is not essential but usually grants +5 damage.

    Three Passes: A knight wins by breaking more lances than his opponent, or by unhorsing his opponent. If there is no winner after 3 passes it is a draw, unless a knight challenges for a duel (this is rarely done in public competition unless there is a grudge involved). A challenge may be made on the spot. It is honorable to accept a draw. It is not honorable to refuse a challenge. It is not honorable for a loser to challenge to a duel.

    1. Equal Initiative
    2. Both riders Move at full speed toward each other (both riders may take a minor action).
    3. Both riders Charge: Basic Melee attack (1 to hit
) or Charging Power (Howling Strike etc).
    4. Athletics Check: DC 5
    damage dealt to stay mounted.
    5. Critical hits and strikes of more than 10 hp break the lance.
    6. If both riders fall, melee weapons are provided and the duel is finished on foot.

    Tactical Options
    • Minor: Crouch defensively (–2 to hit / +2 AC 
/ +2 Athletics); make a Standard Action.
    • Minor: Reach forward (win Initiative/ -2 AC/ -2 Athletics); make a Standard Action.
    • Minor: Target the head (–3 to hit = Max damage); make a Standard Action (Some consider it dishonorable to use this tactic).
    • Power that allows charging (ex. Cometfall Charge, Glorious Charge)

    • 3 Rounds. Best of three strikes, or first blood.

    Dishonorable Acts (Causing Forfeit of the Joust)
    • Striking the horse.
    • Obvious use of magic.
    • Using a lance of war.
    • Charging too late or too early.

  • House Rules

    Legacy of Brutality commonsd