Do your D&D campaigns use additonal rules?

Do your D&D campaigns use additonal rules?

  • Core Rules Only (PHB, MM, DMG)A few WotC Supplements

    Votes: 4 6.9%
  • Setting specific supplements (even if just a campaign setting book)

    Votes: 8 13.8%
  • A few WotC non-setting supplements

    Votes: 2 3.4%
  • Many WotC Supplements

    Votes: 19 32.8%
  • A few 3rd party supplements

    Votes: 2 3.4%
  • Many 3rd party supplements

    Votes: 4 6.9%
  • A few house rules (non-published)

    Votes: 9 15.5%
  • Many house rules (non-published)

    Votes: 9 15.5%
  • Don't get to play

    Votes: 1 1.7%

We're using all WotC non-setting-specific supplements that are available in German. Basically, this means the first four Complete Books, XPH, and the Spell Compendium.
 

log in or register to remove this ad

I chose rules from a variety of 3rd party publishers and lot of my own.

Basically to make D&D a game for me, I had to beat it into submission with serious changes... ;)

I can play D&D straight (as long as it is a fill-in between other games), but I can't run it straight, except possibly as a one-off.
 

Due to the lack of multiple choices, I haven't voted... but it would be rules from a lot of supplements and a lot of house rules.
 

D&D 3.X, for me, required massive house rules. Some of them, luckily, were foreseen and provided by 3rd party publishers, and others I had to create myself.

* It was critical for me to decouple skills and feats from level, so that a character could gain additional skill points (and in some cases feats) out of level sequence. While this means that it is harder to gauge challenges, it also means that the expert blackmith need not be high-level. And it means that I can make quick-n-dirty NPCs without having to worry about the math.

* It was critical for me to have monsters that can both (a) effectively challenge the party, and (b) not risk a TPK. My solution to this was two-fold. One one hand, PCs can earn APs by meeting session-specific goals that they set. This gives them a measure of plot protection. On the other hand, I use a WP/Vitality system so that a creature which is unlikely to kill you can still potentially cause you harm. Further, the power curve in 3e is so steep that a monster which threatened a TPK at one level wasn't even worth considering a few levels later. Therefore, both reducing the power curve and breaking down the monster design system were important to me.

* I dislike the "ever class is a superman spellcaster" syndrome that exists in 3.x (and, apparently, will be even more prevelant in 4e), so I rewrote non-spellcasting versions of some classes, as well as re-writing nearly every class to make options match the flavor I was after.

* I considered PCs taking "turns" that take place at multiple scales, including the seasonal scale, so that characters can accomplish things during downtime....and that encourage taking downtime.

* I wrote legacy rules allowing the players to increase their PC's capabilities or change the setting in some way. I wanted to encourage long-term investment in the setting.

* I rewrote epic feats, and made it possible for a PC as low as 5th level to take one by using his legacy for that purpose.

* I made progression slower.

* I reintroduced risk to magic, and included a couple of additional magic systems.

* I streamlined parts of combat, and made other parts more granular, resulting in a combat system that IME is both significantly faster and replete with interesting choices for the PCs.

* I added granularity to some things that I thought were glossed over too much in the RAW. For example, the creation of magic items.

* I rewrote all of the races, including humans, and broke them down in terms of subrace, with various three-level racial classes helping to differentiate (say) the Viking-like Ska from the psuedo-Indian Varanamen, and to differentiate both from Lakelanders, Indrus, and other human groups.

* Elves and gnomes became fey, with adjusted rules from The Complete Guide to the Fey making this distinction more meaningful. Dwarves became giants.

* Etc. In all, my house rule document is over 600 pages long, and completely replaces the PHB and part of the MM.

RC
 

WotC core books, +
- Selected supplements (excluding most new base classes), +
- Selected third party supplements, mainly Green Ronin and Malhavoc, +
- Some house rules
 

I voted "Many 3rd party supplements" but really it is "All 3rd party supplements". Iron Heroes is my group an my current D&D.
 

core books + campaign setting + few house rules (like fumble table, alternate ranger, monk, and wizard classes)
stuff from splat books available upon review.
 

CORE + a little bit of everything: a few WotC supplements, a few setting-specific supplements, a few 3rd-party supplements, a very few house rules.

Not all of them in the same campaign though...
 

Li Shenron said:
CORE + a little bit of everything: a few WotC supplements, a few setting-specific supplements, a few 3rd-party supplements, a very few house rules.

Not all of them in the same campaign though...
That pretty well describes my group, too. Except for the 3rd-party stuff. We don't use much of that.
 

I allow any WotC supplement but I would probably not do that if I started a new campaign. I also use fluff from older editions of D&D and try to convert what I use into 3.5 rules. Mainly just creature info and planar traits that existed in Planescape but not in 3.5 rules.
 

Remove ads

Top