4e house rules

Heroic Surges

Healing surges and action points are combined into a single pool of heroic surges. Spend a heroic surge whenever you would normally spend a healing surge or action point. Rules governing when you can spend a healing surge or action point still apply normally. Your class and Con score determine how many heroic surges you have. You regain one heroic surge after a victory and short rest, and all your heroic surges after an extended rest.

Level by Achievement

Character levels are gained by achievement, proving your skill and worthiness to the gods (or your mentors, patrons, etc.) You advance to second level by venturing into the second level of a dungeon, recovering a second level magic item, and returning to the surface. Recovering a consumable magic item does not qualify as an achievement, nor does buying a magic item. Crafting a magic item may qualify in specific circumstances.

Magic Item Daily Powers

There is no limit to the number of magic item daily powers you can use on any given day. However, using more than one power can strain the leylines of mana in strange and potentially dangerous ways. Whenever you attempt to use an additional magic item daily power, roll on the Power Miscibility Table.

d20Power Miscibility Table
1 The item's power fails to function.
2 The item's power functions, but with only half its normal effect (targets or area, damage, etc.).
3 The item's power functions normally, but affects a random target within 10 squares of you.
Whenever possible, beneficial powers target allies, and harmful powers target enemies.
4 The item's power appears to fail, but its effect is merely shifted to the beginning of your next turn.
5 The item's power functions normally, but triggers a backlash of mana. You are dazed until the beginning of your next turn.
6 The item's power functions normally, but triggers a backlash of mana. You are knocked prone.
7 The item's power functions normally, but saps your reserves. You lose one healing surge.
8 The item's power functions normally, but you are pushed one square away from the target (or in a random direction).
9 The item's power functions normally, but with an inconvenient magical side effect.
10-19 The item's power functions normally.
20 The item becomes temporarily fused to a nearby leyline of mana.
The item's power functions normally, and becomes an encounter power for the remainder of the day.