Main Page >> House Rules
The GM will list character options and any changes to the core rules in this space.
Healing in the Mournland
While Bloodied in the Mournland, a character’s healing surge value is halved. This isn’t so much a house rule as it is a condition of adventuring in the Mournland established in the Eberron Campaign Setting.
Healing Outside of Combat
When not engaged in a combat encounter, characters who are down a number of hit points equal to or less than their healing surge value regain all hit points after a short rest. If spending one or more healing surges puts the character’s damage total within this range, the remaining damage is also healed.
Magic Item Rarity
A magic item’s rarity indicates how easy it is to obtain. Common magic items are the sort that the most advanced dwarf smiths and elf weavers create in their workshops. These items are generally simple, often having only a single special property: a bonus to certain skill checks or attacks, enhanced effects on a critical hit, and so on. In most situations – particularly with a little free time – you can buy any common magic item you can afford without the shopping trip becoming an adventure in its own right.
Uncommon and rare magic items are not normally created in the current age. These items were crafted in the distant past, some even during the Dawn War, and the techniques for their creation have been lost to the ravages of time. Now they are found only as part of treasure hoards in ancient ruins and dangerous dungeons. Uncommon items are more complicated and potent than common items, though they usually carry only a single property or power. Rare items are even more complex and wondrous, frequently having multiple properties or powers – such a wondrous possession can define a character’s identity.
Magic Item Values
The gold piece value of a magic item depends on its level. The sale price of a magic item (the amount a character gets from selling an item) depends on the rarity of the item. A common item’s sale price is 20 percent of its gold piece value; an uncommon item’s sale price is 50 percent of its gold piece value; a rare item’s sale price is its full gold piece value…if you can find a buyer.
DarthKrzysztof found this article on a blog with a simple system for implementing morale into a 4E game in order to speed things along. Here is the summary of the system. We will be using this in the interest of not belaboring combats when they become a foregone conclusion.