House Rules

Anything printed by WotC is permitted with some exceptions. Mostly anything that has to do with Psionics is not permitted at this time. I’m open for most any races or classes, just check with me first for something out of the ordinary.

Roleplaying in a Dynamic World

The world is a dynamic place. I encourage players to embrace that dynamic nature and add things to the world themselves. By this I mean to say that they should feel free to say things when role-playing that will lend credence to their PC’s words, and that I consider the world to be owned by my players as much as by myself. So, if a PC is speaking to an NPC and is asked who trained the PC in the arcane arts (and the PC hasn’t been previously informed of the name/location of the arcane mentor), the player should make it up. They can say whatever they want… add a name, title, and location to the world. Just like that? Yes, just like that.

Here’s an example: Perimene the wizard is sitting in the tavern talking to a contact. This is the first time he has met Lodot (the contact) and they are trying to establish some trust. Lodot asks Perimene where he was trained, and by whom. The player running Perimene did not discuss this with me beforehand, but I gave him the okay to answer in whichever way he felt fit the PC. He answered: “I was trained in Kelson, by Fresdon the Red, just before the orcs raided the Tower of Three and destroyed the town.” My response: “Excellent! Let me write this down so that I can add it to the history file.” So, when you play in a game with me… do that.

Making Your Character

Every player should make at least two characters. Each character should be a different role (striker, leader, etc.)

We will be using the Point-Buy System for ability scores. This is Method 2 located on page 17 in the Players Handbook.

Combat Rules

Fumble – Whenever you make an attack roll of natural 1, your turn immediately ends, and you grant combat advantage to all attackers until the start of your next turn.

Powers that target more than one enemy, only the first attack roll will count for the fumble rule. The fumble rule applies to monsters as well as PCs.


I like to encourage ritual use because I think rituals can add a lot to a campaign. Unfortunately, the 4e rules don’t do very much to encourage their use. I try to encourage it by house-ruling an important way to use rituals in a much more flexible way. Here is a step-by-step explanation about how this works:

1. After an extended rest, anyone with the ritual caster feat can decide to “prepare” a ritual for later use. 2. This “preparation” takes the same amount of time it takes to cast the ritual in full and costs a healing surge. 3. The ritual energy must be bound to an object and the object must be consumed during the final release of the energy. For example: you might carve some symbols into a stick, thereby imbuing the stick with the “energy” of the ritual, and when you go to finish the casting later you break the stick and release the full power of the ritual. 4. Finishing the ritual is a minor action and can be used during combat, skill challenges, or any other time the player chooses, as long as the PC still has the object that was imbued with ritual energy. 5. During an extended rest, the imbued energy seeps out of the item such that there is no longer enough to finish the casting to full effect (making the item useless for casting the ritual). This ensures that PCs don’t stack up on prepared rituals. The item that was subject to seepage is not destroyed and maintains all of its natural properties; if the player wishes, they can attempt to imbue the item again.

This means that you can prepare rituals ahead of time and use them in the time it takes to use a minor action. Hopefully it encourages more creative (and more frequent) use of rituals.

Meta Chip System

Some DMs give additional XP for roleplaying and other out of the ordinary actions. I don’t do this, because I like for the PCs to level together and stay balanced. However, I do want to reward players for these actions. To do so, I came up with another way to do this. First of all these are the things I’ll be “grading” you on as we play.

NPC Interaction PC Interaction Alignment Compliance Conflict Performance Ideas and Solutions Overall Roleplaying

I have a chart that has these items with several check boxes next to each one. Once you reach 10 check marks total in any category, you get reset and are allowed to draw a chip from the bag. These are small colored poker chips in a cloth bag.

These chips allow you to add a bonus to an attack roll, damage roll, saving throw, etc. The bonus is denoted on each chip.

Red – Damage

Blue – Attack

Yellow – Skill

Green – Save

Orange – Initiative

White – Power recharge; trade 1 chip for encounter power and 2 chips for a daily

Black – Nothing

You must decide to use and turn in your chip before the roll. There is no trading of chips amongst players.

For those that aren’t into roleplaying, don’t worry. I’ll take that into consideration and you’ll be graded on a curve.

House Rules

Stellar Redemption BillTonkin