Modified 4th Edition
Immediate Interrupts/Reactions - One per encounter
- uses up your minor action on your
next turn
Healing Surges Cut in Half - Round up
- Essentially you start the each day
having already burned through half
Quick Turns - Bonus 25 XP for quick turns in
combat
Action Points - Every PC starts the day with 1 Action
Point, and can never have more than
one.
- After every encounter, each PC gains
one Action Point.
- Action Points can be regained through
the Escalation Die
- Action Points can be regained through
confirmed Critical Hits
- An Action Point can be used to
recharge an Encounter or Daily power
Critical Hits - After a critical hit, a second d20 is rolled
to confirm the hit. If this second roll is
also a hit, the damage is max (plus any
magical weapon bonus) plus one of
three options:
* Recharge an Action Point
* Do additional damage equal to your
level
* Regain HPs equal to a healing surge
without using one.
Minions - Now take 2 hits to drop
- Attacks that normally deal damage
on a miss still do not affect minions
Bloodied Creatures - Any hit which deal half of the
remaining HPs of a bloodied creature
kills it
- Does not apply to PCs, Solos, Elites,
and bosses
Magic Item Dailys - No limit for using daily powers from
multiple magic items
- Every magic item you have can
use its daily power regardless of
level or milestones
Escalation Die - At the start of an encounter the DM rolls
a d10.
- Starting with the 2nd round, the PCs roll
a d10 each round. If the PCs result is the
same as the DM, the PC can regain his
Action Point at the end of his turn.
Level of Difficulty - A Leader class PC can make an Insight
check to determine difficulty of an
encounter.