House Rules


1 – Experience
A modified set of rules exists for the awarding of experience. Apart from the standard sources of experience here are additional XP rewards for 
  • Finding and interpreting information
  • Encountering new monster types
  • character development (background, etc)
  • good role-playing. 
XP rewards may be fixed quantities or may take the form of percentage bonuses applied to an entire session. Players can expect to progress through the earliest levels at a rate faster than the “10 encounters per level” approach of 4E.

2 – Divine Luck
Divine Luck cards are rewards given to players for meta-game activities such as turning up on time, bringing snacks. See the Divine Luck page for more info.

3 – Character advancement
The table for character advancement has been modified to improve “at-will” attacks during the paragon tier (levels 11-20). Under the current system there is no improvement to at-will powers until the PC reaches 21st level. The revised system introduces improvements at the 13th level by turning low-level encounter powers into “at-will” powers. (At level 21 the original at-will powers double in strength, making them useful again)

4 – Assorted tweaks
  • Potion of Living - These are identical to Healing potions but do not require spending a healing surge.
  • Magic Missile – Players can freely switch between the original spell version (d20 v reflex, 2d4 + Int mod damage) and the revised version (auto hit, 2 + Int mod damage)
  • Keyword swap – subject to DM approval, when levelling up, a player can change the keyword of a power (eg fire to cold, psychic, etc), as long as that keyword is accessible to the player’s class. However once changed it stays changed (at least until the next level is achieved, when it can be changed back).
  • Aim rule – As a correlation to the “charge” rule for melee attacks, a ranged weapon user can trade their movement action for a +1 to their ranged attack (+2/+3 at L11/L21)