3.N – Codex Gigas: My End-All-Be-All 3.5 Revision
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Tired of the Vancian system and looking for a playable alternative?
Annoyed by melees and skillmonkeys that suck and looking for noncasters that rock?
Bored with your class features amounting to stat-augmentations with very few real options?
Frustrated by character imbalance, the endless pursuit of char-optimization tactics, or players breaking your game?
Fed up with PCs dropping like flies in the early levels?
Finding yourself drowsy frequently in sessions due to boring combat routines and repeating your shticks again and again?
Warn out by too much bookkeeping that slows your game down to a crawl?
Helpless against too many situations where you have to ask your DM to invent rules on-the-fly (or, more probably, do nothing other than twiddle your thumbs), just because the rules don't tell you what you can do in said situations?
Well, if D&D 3e (or any of its variations) is your game and the answer to any of the above is "yes", then you probably got to the right place !
Download the attached document and you can kiss the above issues goodbye.
====================================================================================================
After final adjustments (quite a few actually), at last, I’m truly comfortable with the above statement to speak it out loud. So . . .
Here’s the final and complete version of my 3.5 house rules Codex.
I've separated this post from my previous thread mainly because (other than to avoid thread necromancy) in the last version I had to cut too many corners due to time constraints, and compromise on a lot of issues.
However, fate had it that I managed to find the spare time to complete this work with zero compromise.
So now this is finally, truly, no longer [WIP].
P.S.
For those who are familiar with the previous version of my house rules, the more significant updates of the attached document include:
- A new outlook on strain & tolerance based spellcasting – a fix that finally makes everything work at granting spellcasters the latitude they deserve in long-term effectiveness, without allowing them too much access to their most powerful spells.
- Introduction of my version of the Spellthief, drawing a bit from the famous Blue Mage.
- Reconstruction of the DFA class – from the ground up.
- Half-Reconstruction of the Witch class and omission of a PrC that was practically “eaten” by it.
- A massive power boost to the Ghostknife & Monk.
- More Bard, Druid and Priest variants (Feral Bard, Nature’s Avatar, Healer, Oracle, Sacred Fist).
- Reconstruction of the Combat Mind PrC, which was too much of a dominator and too convoluted level-wise, and at the same time too little Combat Mind.
- Dragons – redefined (and greatly simplified).
- A new Symbiont monster
- Magical grafts.
- Flying castles.
- New Language rules that finally make sense and are easily integrateable.
- Optional Insanity rules.
- Domains & Spells that involve Seduction, Lust, Fertility and more.
- HP: A new and improved midway solution between the RAW HP rules and my previous HP rules.
- Halflings: Some candy feats for the least appreciated race.
- WUXIA – some Monk associated feats to grant a bit of martial arts magic.
- Omission/replacement of cumbersome rules and other stuff that turned out to have no real added game value.
- Resolvement of ambiguous and conflicting rules, and clarifications of vague stuff.
.
.
Tired of the Vancian system and looking for a playable alternative?
Annoyed by melees and skillmonkeys that suck and looking for noncasters that rock?
Bored with your class features amounting to stat-augmentations with very few real options?
Frustrated by character imbalance, the endless pursuit of char-optimization tactics, or players breaking your game?
Fed up with PCs dropping like flies in the early levels?
Finding yourself drowsy frequently in sessions due to boring combat routines and repeating your shticks again and again?
Warn out by too much bookkeeping that slows your game down to a crawl?
Helpless against too many situations where you have to ask your DM to invent rules on-the-fly (or, more probably, do nothing other than twiddle your thumbs), just because the rules don't tell you what you can do in said situations?
Well, if D&D 3e (or any of its variations) is your game and the answer to any of the above is "yes", then you probably got to the right place !
Download the attached document and you can kiss the above issues goodbye.
====================================================================================================
After final adjustments (quite a few actually), at last, I’m truly comfortable with the above statement to speak it out loud. So . . .
Here’s the final and complete version of my 3.5 house rules Codex.
I've separated this post from my previous thread mainly because (other than to avoid thread necromancy) in the last version I had to cut too many corners due to time constraints, and compromise on a lot of issues.
However, fate had it that I managed to find the spare time to complete this work with zero compromise.
So now this is finally, truly, no longer [WIP].
P.S.
For those who are familiar with the previous version of my house rules, the more significant updates of the attached document include:
- A new outlook on strain & tolerance based spellcasting – a fix that finally makes everything work at granting spellcasters the latitude they deserve in long-term effectiveness, without allowing them too much access to their most powerful spells.
- Introduction of my version of the Spellthief, drawing a bit from the famous Blue Mage.
- Reconstruction of the DFA class – from the ground up.
- Half-Reconstruction of the Witch class and omission of a PrC that was practically “eaten” by it.
- A massive power boost to the Ghostknife & Monk.
- More Bard, Druid and Priest variants (Feral Bard, Nature’s Avatar, Healer, Oracle, Sacred Fist).
- Reconstruction of the Combat Mind PrC, which was too much of a dominator and too convoluted level-wise, and at the same time too little Combat Mind.
- Dragons – redefined (and greatly simplified).
- A new Symbiont monster
- Magical grafts.
- Flying castles.
- New Language rules that finally make sense and are easily integrateable.
- Optional Insanity rules.
- Domains & Spells that involve Seduction, Lust, Fertility and more.
- HP: A new and improved midway solution between the RAW HP rules and my previous HP rules.
- Halflings: Some candy feats for the least appreciated race.
- WUXIA – some Monk associated feats to grant a bit of martial arts magic.
- Omission/replacement of cumbersome rules and other stuff that turned out to have no real added game value.
- Resolvement of ambiguous and conflicting rules, and clarifications of vague stuff.
.
Attachments
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