Houserules
Substituting Heal for Religion or Nature
- When not in combat, a player who has a healing power may substitute that power in addition to either a Religion or Nature check, in place of the standard Heal check. The player then loses one use of that power per time used for the next encounter. Using that power lowers the DC by 1/4 the normal roll because of the expenditure of the power. Thus, a Heal DC 16 would become a Religion or Nature DC 12.
Death Saving Throw when Stabilized
- The RC says if you roll a heal check of 15 to stabilize the dying, then they don't have to make saving throws. My houserule is that the player can still make one saving throw per turn, but if he rolls 15 or higher, then he can be revived as if he rolled 20. Failed throws don't penalize. Limited to three throws (one per turn unless granted more), if none of those are 15 or higher, then rest is needed.
- Of course, this is most applicable when the 2nd wind has already been used.
Cover/Concealment
- I play these as interchangeable, for the most part.
Tenser's Floating Disk
- Riding the Disk:
- Getting on/off the disk is counted as difficult terrain.
- Forced movement causes the rider to fall off the disk, and become prone.
- Disk cannot shift, so will provoke OA's.
- Cannot ride over water, lava, etc.