House Rules

## Mechanical Stuff (4th edition D&D)

### Conditions

* The slowed condition reduces all non-teleport movement to 2, regardless of the type or method. E.g. Samson is slowed, and gains the benefit of Brandon's Reorient the Axis. Where normally he would be allowed to shift 5 squares, since he is slowed, he may only shift 2.
* Deafened creatures also grant combat advantage.

### Feat Taxes

* Avengers, Battleminds, Monks, Cha Paladin's, and Swordmages gain a melee training feat of their choice for free.
* Half-elves gain the Versatile Master feat if they have the Dilettante racial feature for free at level 6.
* Assassin Shrouds transfer to the next closest enemy within 5/10/15 squares of any creature that dies with shrouds on it.
* The swarm druid class feature also adds proficiency with chainmail, primal swarm may be used while wearing chainmail.
* Shamans gain proficiency with scale mail.
* Rangers may choose to add their Wisdom to AC when in light or no armor instead of their dexterity.
* Warlocks may add the lower of their Con or Cha to their AC in leather or lighter armor. (prerequisite: 14 Con or Cha after racial bonus).
* You may take an expertise feat for free, as well as the improved defenses feat.
* A new feat, Versatile Focus, provides a scaling +1/2/3 feat bonus to damage rolls with the weapons you have chosen with Versatile Expertise. (prerequisite: Versatile Expertise)

### Powers

* Attacks which do not have the implement or weapon keyword replace whatever existing static attack bonus present with Level +3/6/9. The damage bonus for these powers is now Primary Ability Modifier +2/3/4 as well. (this usually applies to racial attack powers like the Dragonborn's Dragon Breath)
* Psionic powers that are augmented with 4 power points restore 1 power point if they hit, but only if they do not already restore power points on a hit.
* Psionic powers that are augmented with 6 power points restore 2 power points if they hit, but only if they do not already restore power points on a hit.
* Paragon path abilities are all keyed off the character's primary attribute.
* Any power that is an immediate, free, or no action, power that inflicts a penalty or condition that would last until the end of the inflictor’s next turn, instead, lasts until the end of the target's next turn.
	+ E.g. the Dazing Rebuke power states: "Trigger: An enemy within 5 squares of you hits or misses an ally", you attack them and then on a hit it does damage and says "the target is dazed until the end of your next turn." The way it currently works, the target would never really suffer an ill effect from the daze as the user of Dazing Rebuke will have a turn before the target's next turn. This change fixes that.
* Star Pact warlocks may use Charisma or Constitution for powers with a Star Pact rider as well as the associated at-will power.
* Free action attacks are limited to once per turn per source.
* The Shade racial power is a minor action.
* Humans get the normal +2 racial bonus to any stat as well as +1 to two other stats.
* Divine Classes may use Wisdom in place of Intelligence for Religion checks.
* Cinematic damage (optional):
	+ A creature may choose to stagger an enemy if they deal sufficient damage with a weapon attack that uses dexterity, or a ranged, close, or area attack that has the lightning, radiant, necrotic, fire, cold, acid, poison, or psychic keyword. The table below for pushes can be used to calculate the stagger penalty as well. For every two squares pushed, rounding down, the stagger penalty increases by 1 (with a minimum of 1).
	+ Stagger: A staggered creature takes a -X penalty to speed until the end of its next turn where X is its stagger penalty. If the stagger penalty is 4 or more the creature is knocked prone and takes a -3 to its speed until the end of its next turn.
	+ A creature may choose to push an enemy when it deals sufficient damage to it with a weapon attack that uses strength or a ranged, close, or area attack that has the thunder or force keyword. The distance pushed depends on the amount of damage dealt and the size of the creature, see the following table:

            Damage Per Square Pushed

### Skill Stat Swaps

For the purposes of figuring out your skills, the stat is calculated as: Ability Modifier + Half Level + Training + Penalties + Other bonuses.

* Acrobatics - Strength or Dexterity
* Arcana - Intelligence or Charisma
* Athletics - Strength or Dexterity
* Bluff - Intelligence or Charisma
* Diplomacy - Wisdom or Charisma
* Dungeoneering - Intelligence or Wisdom
* Endurance - Strength or Constitution
* Heal - Dexterity or Wisdom
* History - Intelligence or Wisdom
* Insight - Wisdom or Charisma
* Intimidate - Strength or Charisma
* Nature - Intelligence or Wisdom
* Perception - Intelligence or Wisdom
* Religion - Intelligence or Wisdom
* Stealth - Dexterity or Intelligence
* Streetwise - Wisdom or Charisma
* Thievery - Dexterity or Charisma

### Arcane Shards, Achievements, and Cards

* 10 Arcane Shards can be exchanged for an Arcane Potential of your level -1.
* 6 Arcane Shards can be used to upgrade a magic item to its next level, so long as it is no more than your level +4.
* Magic Items can be broken down into shards based on the tier of the item:
	+ 1d4+1 shards for heroic items (level 1-10).
	+ 2d4+2 shards for paragon items (level 11-20)
	+ 3d4+3 shards for epic items (level 21-30)
* Arcane potentials can be converted into magic items equal to their level or lower.
* Arcane shards can be expended to:
	+ Gain 5e “advantage” on your next attack roll or skill check - once per encounter.
	+ Spend a healing surge (free action on your turn) - once per encounter.
	+ You may also combine two arcane potentials together to obtain an arcane potential of the maximum level for your current tier.
		- e.g. Combining a level 12 and a level 13 potential together creates a level 20 potential.
* Players may draw a Copper card in exchange for 6 arcane shards, and may exchange a Copper card for 4 arcane shards.
	+ Players may exchange some number of cards of one level for one of the next level:
		- 2 Copper-> 1 Silver
		- 2 Silver -> 1 Gold
		- 3 Gold -> 1 Platinum
		- 1 Platinum -> 2 Gold

### Achievements

* Nova: Kill an Elite in the first round of combat - 5 arcane shards (per person)
* Supernova: Kill a Solo in the first round of combat - 20 arcane shards (per person)
* A Place to Lay My Loot: Establish a home base - 2 arcane shards (per person)
* Heroes on the Move: Make your home base fly - 5 arcane shards (per person)
* Lord of the Realm: Establish a new kingdom, or become a king - 10 arcane shards (per person)
* The Goblin and the Goliath: Win an encounter with an EXP budget of your level+6 - 5 arcane shards (per person)
* Master of Etherium: Recover the Titanforge and learn to harness its power - 5 arcane shards (per person)
* A Dark and Lonely Voyage: Return from a voyage beyond the safe distance from land - 10 arcane shards (per person)
* That is Not Dead Which Can Eternal Lie: Travel to the Far Realms - 10 arcane shards (per person)
* Quell the Storm: Defeat Mordenkainen - 50 arcane shards (per person)
* Shatter the Throne: Defeat the King Below - 50 arcane shards (per person)
* 2+2=4: Defeat the Elder King - 100 arcane shards (per person)
* The Lost are Not Forgotten: Reclaim and restore Arkhosia - 20 arcane shards (per person)
* Hit it for Massive Damage: Score three critical hits in the same encounter - 5 arcane shards
* Go for the Throat: Kill a Standard enemy in the first round of combat - 1 arcane shard
* Merciless: Perform a Coup de Grace - 2 arcane shards
* Swath of Destruction: Kill 5 creatures with one action - 3 arcane shards
* A Minor Annoyance: Kill a creature with less than a Move action - 1 arcane shard
* Untouchable: Kill 5 enemies without taking damage in one encounter - 1 arcane shard
* Light the Way: Be attacked by the first 3 enemies in the initiative order - 1 arcane shard
* Like a Lead Balloon: Knock a flying enemy out of the air - 1 arcane shard
* Wile E. Coyote, Super Genius: Kill an enemy with falling damage - 5 arcane shards
* Didn't Even Know What Hit Him: Kill a non-minion enemy outside of initiative, or during a surprise round - 1 arcane shard
* Is There No One Else?: Be the last creature conscious in an encounter - 3 arcane shards
* Unstoppable Force: Kill an enemy every round for 4 rounds - 5 arcane shards
* Immovable Object: Be attacked by a level +4 or higher Solo for 4 rounds without becoming bloodied and without receiving healing from an ally - 5 arcane shards