Re: OOC discussion
For giggles, I'll post the house rules I came up with for Tuesday night's power leveling games. As you can see, some are related to the storyline. May keep a few of these ideas for the forum, but only if everyone likes 'em.
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House Rules for Tuesday night's "Age of Chaos" game.
XP is awarded at the end of each encounter to every *player* that participated. Players entering combat late (after the first round is over) will have to wait till the encounter is over. Then they appear in a bolt of lightning. If more than 6 players show up, the lightning will strike again sending 1/2 the characters to an alternate, seemingly identical realm. Those players who play leader classes get to pick their teams. (If only one player has a leader class, he chooses his team as he likes. If 3+ leaders, they roll for picking rights. If 0 leaders then defenders choose teams.)
You can substitute characters in between encounters. ZAP! Your new character will have the same status: current XP, damage taken, used healing surges, used daily powers, magic items, action surges used, etc.
If anyone goofs on a turn (for example, forgetting to add your feat bonus to your damage roll) you can correct your goof before the start of the next player's (or monster's) turn. After that, no take-backs.
Leveling up: Gaining new powers happens the moment you're ready. If at the end of an encounter you level up, you get zapped with lightning and mysteriously have new powers. Plan ahead for what powers you'll take next level or game play could grind to a halt.
Action points:
You can spend action points to re-roll failed rolls until you have 0 action points. (Great for making that daily power hit.)
Everyone gains an action point after gaining enough XP to classify as a difficult encounter without resting.
(At lvl 1 with 5 members, 688 xp or more. 6 members, 825 xp or more.)
Multiclassing:
It is permitted for a cleric to take the paladin's "Lay on Hands" ability as an encounter power instead of the "Divine Challenge" ability as described in the PHB pg 208. (Want to swap something else? Ask the DM.)
If you meet the requirements for a racial paragon path, you can take any feature(s) or power your level allows from your racial paragon path instead of taking one from your class, but this does not prevent you from taking a feature or power from your chosen class paragon path in the future.
If you meet the requirements for paragon multiclassing, (PHB 209) you can also choose to take paragon features and powers from either your primary or secondary class as described above with the racial paragon path options. You may ignore the last 3 paragraphs of page 209.
At level 11 you can choose to multiclass into a 3rd class. At level 21 you can multiclass into a 4th. You can also choose to take paragon path features or powers instead of epics using the same rules as above.
You can potentially have paragon features from 5 different sources: racial, primary class, secondary class, tertiary class, and epic destiny, but will still have a total of 5 at lvl 30 like everyone else.
Misc:
Sustainable powers require the player to have line of sight to the power's origin square unless spelled out by the power's description. (For example, a wizard's fireball will fizzle if it leaves the wizard's line of sight.)