- XP: There is no XP tracking anymore. I’ll just let you level up about every three adventures, which is how often XP works out to anyway.
- Character Creation: One thing about 4th Edition I really applaud is there hasn’t been a lot of power creep. In fact, a few of the more broken things appear in the basic Player’s Handbook. With that in mind, here are my house rules:
- Backgrounds: Character backgrounds should be awesome. Go whole hog on it. Want to be a long lost heir to a throne? Cool. Born under a prophecy? Sweet. Seriously, go crazy. I want there to be an epic story here. Feel free to make up your own little details about places and areas you come from. If you want to be from the Feywood, read what I’ve written about it, but let’s be honest. It’s like a couple paragraphs long. Ask me if you have any questions, but honestly I’m allowing the players to have a lot of latitude in their backstory. Feel free to make up details of the lands you come from in crafting your backstory. If you have an idea that doesn’t fit in any place on the map, there are plenty of places off the map. Just ask me and we’ll work something out.
- Races: All the PC races from the PHB are allowed, except the Dragonborn. While they did historically exist, they were completely wiped out centuries ago. Rumors persist that some are still around, but those are just that: rumors. Replacing them in the “big guy” role are the Half-Orcs from the Player’s Handbook 2. Make sure you check out the Races section on the world wiki.
- Classes: All classes from the PHB are allowed, as well as Druids and Shamans. Other classes may be allowed with DM permission. Note that only worshipers of the Old Ways may access the Primal power source and be Druids or Shamans, while those who follow the Magisterium can access the Divine power source and be Clerics or Paladins.
- Powers: All powers are allowed, with a few exceptions from D&D Essentials (such as Wisdom based melee attacks for Clerics).
- Feats: The following Feats are not allowed: Weapon Expertise, Implement Expertise, Versatile Expertise, Dual Implement Spellcaster.
- Don’t Powergame: I want combat to be challenging, and we’re here to roleplay, not roll-play. Don’t go trying to put together some combo of powers that makes you an unstoppable killing machine. Seriously, if something gets out of hand and it’s obviously too good because it allows you to breeze through every encounter, I’ll nerf the offending item/feat/power/whatever. This isn’t to say you can’t put stuff together in neat and synergistic ways, but there’s a fine line between making a good character, and making a cheesy character. If in doubt, ask.