Rules and Houserules
Initiative and Surprise: Rather than have everyone roll initiative and wait for posters to post in a specific order, I will roll initiative for the group using player's highest modifier and for the opponents using the lowest opponent modifier. Ties go to the players.
Surprise: This is different for players and opponents:
- Players: Everyone who is sneaking must roll stealth, and players succeed if the majority of the group hits the given DC.
- Opponents: If opponents are attempting a surprise, players will roll a Perception check against the given DC. If ANY player notices the opponents, there is no surprise
Skill Challenges: Skill challenges are one of the best things to come from D&D 4e because they get players to cooperate and use little known-skills. Basically, if the team needs to work together to do something (ex: repair a wagon, put together a mystery), I will call for a skill challenge where players need to make a number of successful ability/skill rolls. Players can use any ability/skill so long as they can justify it, it is not a repeat, and everyone must try at least once before a player can try for a second time.
Example: The players want to build a makeshift canoe. I call for a skill challenge where players need to succeed at 3 out of 5 rolls against a DC of 12. One player might roll Str(Athletics) to cut down wood to build the raft. Another might use Int(Vehicle-Sailing Ship) to design it. Another might use Wis(Survival) to craft rope to tie the vehicle together. A fourth might use Int(Investigation) to check the craft for any flaws. The last player might use Dex(any tool proficiency) to help put the raft together.