Staffan said:
I haven't started a 3.5 game yet, but the only thing I know I'll house-rule is to remove weapon familiarity. Exotic weapons aren't exotic because they're foreign, they're exotic because they're hard to use. If a dwarf wants to fight with a waraxe, he needs to spend some time in training like everyone else.
Hmm, I liked that one... I did think that halflings got the
short end of the stick

on that one! They
should have gotten a weapon familiarity... say a shortspear or sling.
Anyway, I'm thinking about putting back the magic plusses for Damage Reduction... I hate to think that some creatures (dragons for instance) can be hit by a measly +1.
I like the other DR rules though!
Also, I think I'm going to allow Endure Elements to remain as the 3.0 version. I don't like that there is now a 2nd level version that does 10, a 3rd level version that does 12, and a 4th level version that does 15. Seems silly. I would like it to go to 5, 10, and 15 points versus any one energy type... I think that would make the spells more viable, other wise the bonuses are too close together.
I know that I'm going to allow the option to roll for the enhancement (Bull's Str, Owl's Wis, Fox's Cunning) type of spells. I'll keep the new duration, but allow the opportunity to choose between the straight +4 or the roll of 1d4+1 (i.e., 2-5). I always liked the randomness of it, and it will give the character with a odd numbered score a chance to achieve a +3 to the modifier at the equal chance risk of a +1. 50% of the time she'll get the +2 modifer anyway!
Any others?? I really would like to see the stuff that people are going to change.
Aluvial