D&D 3E/3.5 Expert rulebook - an OD&D/3E inspired houserule document to challenge experienced players

Had a bit of time off lately so I knocked up an Expert rulebook (inspired by OD&D and 3E flavor-wise).

It rebalances things for a slightly more challenging game experience. Slower resting (and healing), many (many) feat, class, archetype and spell tweaks. The main goal was better balance across the board, removal of nova options, and an increase in overall difficulty. Features the dreaded '3d6 in order' from the Red Box. plus ressurection survival from AD+D (only this time in brand new d20 format).

My favorite additions are a few dozene Tome of Battle inspired battlemaster manouvers.

Includes homebrew archetypes: Cavalier, Thief Acrobat, Thug, Arcane bloodline, Savage barbarian, Circle of Blight, Circle of the Beast, and Magician. Beefed up PDK as a Warlord. New magic items including the Monks Belt, holy weapons, and the fabled shortsword of backstabbing.

Magic items have been rebalanced, costed and rules from creation/ selling/ crafting/ buying (taken from UA Downtime, but tweaked).

Five new Faerun Elven subraces also included (Lythari, Wild Elves, Sea elves, Star elves and Avariel), plus new feats including Weapon Specialisation.

Rebalanced Ranger and 4 Elements Monk (taken from a different homebrew and tweaked further), plus beasmaster and Bladelock tweaks.

Feats rebalanced include GWM and SS among others.

Here's a link.

http://homebrewery.naturalcrit.com/share/B1ufjiBCl

Contact the author for clarification on any of it. Go nuts.
 
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Quartz

Hero
You've put a lot of work into that. I've given it a quick scan and two things stick out: you're giving the Ranger a second extra attack at 11th level, which severely cuts into the Fighter's shtick, and Verdant Soul gives the Greenheart Sorceror +2 HP per level, which is a lot - equivalent to the Tough feat. The Greenheart Sorceror has the same HP as a Fighter, a decent AC, and cantrips ensure high damage. So why be a Fighter?
 

You've put a lot of work into that. I've given it a quick scan and two things stick out: you're giving the Ranger a second extra attack at 11th level, which severely cuts into the Fighter's shtick,

I ummed and ahhed on this one. Firstly only Hunter rangers get extra attack (2) at 11th level. Beastmasters and Slayers dont.

I spent ages playing around with an 11th level class feature to replace Multiattack (whirlwind attack/ volley) that would be mechanically on par with improved divine smite/ extra attack 2)/ 6th level spells and the other 'big' features all classes get at 1tth level.

As it stands Hunter rangers 11th level multiattack feature really sucks (volley is at best situationally useful, and whirlwind attack sucks badly to the point of being useless). The reason whirlwind attack sucks is because it needs 4+ adjacent creatures to be useful, and its rarely a good idea to hit 4 things once (you're better off wailing on one thing 3 times, and killing it, than 3 things once each and getting 3 attacks back in return)

The easiest balance was to simply allow Hunter rangers extra attack (2) as their multiattack feature at 11th level. 'Volley' is still an option (via several Ranger spells that do AoE arrow blasts).

Also this is adressed obliquely elsewhere; Fighters now access to have Weapon specialisation as their 'other' core schitck under these rules (+1 to hit, +2 to damage, special effect on a critical hit), and remain the only class that can get extra attack (3) and action surge (for 8 attacks per round).

All fighters gain extra attack (2) at 11th level (plus archetype features) - only 'Hunter' Rangers gain it at 11th level (and it represents their archetype feature). A Hunter Ranger 11 and Fighter 11 played side by side, will have enough difference (Fighters have action surge for 6 attacks, superiority dice or improved crit range or similar unique class features, plus weapon specialisation and heavy armor - hunter rangers rely on colossus slayer and hunters mark for damage). They might have the same attacks as a hunter ranger, but they can action surge for 3 more, are at +1 higher to hit, and +2 higher on damage, and triggering unique effects on a crit.

and Verdant Soul gives the Greenheart Sorceror +2 HP per level, which is a lot - equivalent to the Tough feat.
The Greenheart Sorceror has the same HP as a Fighter, a decent AC, and cantrips ensure high damage.

Im OK with that. This raises their HP/level to 6 (the same as a Fighter, Paladin or Ranger). Remember - they are forced to use the Druid spell list to choose their spells from (and are locked into the spells chosen as a Sorcerer, unlike a Druid who can change those spells at will over a rest) and that Druid list is weaker than the Sorcerer list is.

The Greenheart Sorcerer has the same AC as all sorcerers (13+Dex). If you look closely, every sorcerer archetype has this class feature at 1st level (aside from the Favored Soul, who gets medium armor and shields instead). It frees up a spell slot (and spell known) at 1st level that would normally be used on Mage Armor, giving sorcerers a little more flexibility and staying power at low level.

So why be a Fighter?

Because you're much better at fighting?

A Fighter 6 has 3 feats. (Lets go with: Weapon specialisation [greatsword], Warrior born [defence], and GWM). He's a battlemaster with (precise attack, riposte and tripping attack) and 1d8 as his superioirty dice, and GWS as his fighting style. Full Plate armor, greatsword. Second wind grants 1d10+6 every short rest, his AC is 19 and his HP are 52.

He attacks twice at +7 dealing 2d6+5 (re-roll 1's and 2's) plus GWM -5/+10 and bonus action cleave (and action surge for 4 attacks) staggering a creature he crits.

Even assuming a 16 in main stat, and a 12 in all others (bearing in mind, ability scores that high would be rare with 3d6 in order) how is a Greenblooded Sorcerer (6) casting from the Druid spell list a 'better fighter' than him?
 

Hawk Diesel

Adventurer
I have my own similar Homebrew PHB, and I must admit I stole much from this. Especially the Battle Master Maneuvers, The Purple Dragon Knight Adjustments, a couple invocations/spells/feats adjustments. Thanks for posting it!
 

I have my own similar Homebrew PHB, and I must admit I stole much from this. Especially the Battle Master Maneuvers, The Purple Dragon Knight Adjustments, a couple invocations/spells/feats adjustments. Thanks for posting it!

No worries mate!

The death rules are harsh (dead at 0 HP and damage remains over 1/4 max HP, exhaustion on 2 failed death saves, tougher death saves, more epensive ressurection component costs, Con penalty for death, and possibility of perma-death) and definately stray away from modern RPG philosophy of not using death as a consequence of failure.

I wanted an Old school feel though, so it felt appropriate.

I copped a bit of flak elsewhere for '3d6 in order' but I find it really captures the old school feel, plus it leads to intresting character choices at character creation. The generally lower ability scores make classes like Monks and Paladins feel more 'special' (again capturing Old school) while protecting bounded accuracy and making ASI's/ Half feats more attractive.

The resting rules mean a short rest just kind of... 'happens' every 4 hours of dungeoneering which is much better pacing than repeated 1 hour breaks. It means that for your average dungeon level, all classes have around 2 lots of short rest resources (or 3 lots if the dungeon level takes more than 4 hours to clear).

The fact that casters only get 1 spell of each level back (and only 1 spell of 6th+ level) on a long rest also makes them hold back on the 'big boom' spells a bit and rely more on cantrips; meaning you can have less than 6-8 encounters in an adventuring day, and the classes still balance.

I really wanted to put the brakes on nova options. I think it worked out OK.
 


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